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Reply To: Finale3D with new 3D Warehouse models

Hi Pyro_14440000, we will add support for newer versions of SketchUp as soon as we can. In the meantime, you can easily convert a model using the free, online version of SketchUp. Here a quick tutorial video:   UPDATE: As of February 2023, it is no longer possible convert models to the 2018 format using the free version of the SketchUp modeling software. At this time, the only known solution for converting models to the 2018 format is using SketchUp Pro. Finale 3D will be updated to support new formats as soon as possible. In the meantime, if you don’t have access to SketchUp Pro, you can send a model you would like to use to support@finale3d.com and a member of the Finale 3D team will convert it for you.   UPDATE: As of April 2023, Support for SketchUp 2023 models has been added to Finale 3D. To get this improvement, visit finale3d.com/download and download and install any release of Finale 3D published on or after April 27, 2023.   https://www.loom.com/share/309bf796c3da42af80c486143defc3a2

Reply To: Cake help

Hi Andy, you're totally right, the simulation for "Party On" isn't even close. PyroWalker is correct, some sims are just placeholders, but even as a placeholder this one is a bit embarrassing. Spirit of 76 maintains their Finale 3D catalog, I'll reach out to them and ask them to make another push to fix up the cake sims. We are also working on a project to improve consumer cakes and add new ones. The goal is to add 1,000 good quality consumer cakes. It's a big undertaking, so it will take some time. In the meantime, if you'd like to learn how to create your own cakes, check out some of the other forum topics on this subject:   https://finale3d.com/groups/english/forum/topic/how-do-i-create-the-500g-demons-fury-consumer-cake-in-finale-3d/ https://finale3d.com/groups/english/forum/topic/how-do-i-create-the-500g-sparta-consumer-cake-in-finale-3d/ https://finale3d.com/groups/english/forum/topic/2-cakes-i-need-help-with/

Cake help

How to Create a Scoring Cannon 0:10-0:15 this time https://youtu.be/aJlKOhzFtNU

Script editing

In the script editing I can see you can “highlight every other row in light grey”, is it possible to change it to do every other cue ? if that makes sense ? thanks Mark.

Finale3D with new 3D Warehouse models

Hi Drew, We need to import a stadium model in finale3D. Since few weeks, all models in 3D Warehouse are noted 2020, 2021, 2022. Bu we can only import 2018 or 2017 models... How can I do? Thanks,

Reply To: Cake help

Most of the consumer cakes from the Spirit of 76 catalog are actually placeholders, and don't have the visual effect. Rather they are timed for scripting purposes. Some of the ProLine items are scripted as more than just a placeholder. I believe it is in the works to make some of the popular consumer cakes available in the visuals at some point. You could use cake creator to make your own version of these cakes.

Reply To: Custom DMX Scripting

Creating "Safety ON" and "Safety OFF" effects as an alternative to "With Safety (For Duration)" effects is a good example of what you can do with the new dialog: First, copy/paste the safety channel effect definition to create two new copies named "Safety ON" and "Safety OFF", and then edit these two copies with the new function "DMX > Edit DMX effect..." to change them from effects that set the safety channel on for the duration of the effect into effects that set the safety channel on or off forever (i.e., until subsequently changed by another effect).  It requires only three clicks in the dialog:   1) Click on the "Channel setting options" field and change it from "Set for duration of the effect" to "Set forever".   2) Click on the "Begin value" of channel 9 (the arm/safety channel) and change it to zero for the OFF effect.  Leave it alone for the ON effect.   3) Click on the "Duration" field near the top of the dialog and change it to zero, which is not strictly necessary but which makes more sense for ON/OFF as opposed to duration-based effects.   This screenshot points to the three places to click for the 8-head Sigma Services FireFly Flame Machine.  

Reply To: Custom DMX Scripting

Can this be used to create alternate safety channel approaches? I'm working with a customer  on setting up some pure manual scenes for the Mongoose Firing System in Finale3D  using the "Track" parameter to group sequences that were built in the timeline to get the creative part right. The Mongoose importer can automatically use this parameter to group related sequences on import and either (1) use them in a manual (step-fire) mode, or (2) assign them to buttons in Mongoose Display Director for "live" (DJ-like) access. The duration-based safety channels that are there for some devices don't work well in a manual setting, since the specific timing is unknown. It might be a nice option to be able to split duration-based safety channels into two separate events..safety channel on, and safety channel off that can be added to the manual script or attached to a button. Maybe something like this feature can support those scenarios as well?

Effect macros

Effect macros are snippets of a show that you can re-insert as easily as inserting an individual effect.  Effect macros have a variety of uses, including: Saving re-usable script segments as building blocks from which to build new show designs with just a few clicks Saving short script sequences as motifs that can be re-inserted in the same positions or different positions Saving short DMX script sequences that always apply to the same fixtures in a show, no matter what fixtures (positions) are selected Saving effects or sequences that have keyboard shorts that you trigger in real time while playing or looping the show simulation to build a show on the fly Technically, effect macros are just effects in the effects window.  Like other effects, effect macros have part numbers that identify them; and they can be inserted into the show by clicking on their effect icon in the effect window.  Unlike other effects, inserting an effect macro doesn't add an instance of the effect macro's part number to the script; instead it adds instances of all the effects that the effect macro represents.   Effect macros are like copy/paste In a sense, effect macros are a lot like copy and paste.   Creating an effect macro is a lot like copying a sequence of effects from the script.  Inserting an effect macro is a lot like pasting the copied effects into the show.  In fact, effect macros are implemented by way of storing a compressed copy buffer in the VDL field, so it is no accident that effect macros and copy/paste are such similar operations.   Figure 1 – The "Script > Effect macros > Create effect macro from selection in script..." dialog   The effect macro functions in the Script menu include "Script > Effect macros > Create effect macro from selection in script..." which creates an effect macro from the selected effects and your choices in the dialog shown in Figure 1.  Like the copy/paste operation, effect macros contain within them not just the copied effects but also references to the positions from which the effects were copied. Copy/paste has some complicated rules about what happens you paste, as fully explained in Copy/paste.  In brief, if the copied effects all stem from a single position, then they will be pasted in whatever positions are selected at the time of pasting, yielding duplicates if more than one position is selected.  If copied effects stem from multiple positions, then they will be pasted into the selected positions if exactly the same number of positions are selected as are referenced by the copied effects; otherwise the copied effects will be pasted into their original referenced positions no matter what.   Inserting at the recorded positions versus the currently selected positions Effect macros work exactly like the paste operation if the checkbox "Applies to recorded positions no matter what positions are selected" is not checked.  If the checkbox is checked, then the effect macros always insert into the original positions.  The checkbox is generally ON for use cases like (1) and (3) and (4) as described above.  However use case (2) requires the checkbox OFF.  A common example of case (2) is a fanned flight or chain of shells.  Finale 3D has many features for inserting effects and creating fans, but if you create an effect macro from effects that are already in a fan, then inserting the fan is as easy as a single click. Since effect macros created with the checkbox ON are bound to their original positions, the positions themselves play a role in the meaning of the macro.  Instead of calling such a macro "My Sequence 1" it would make more sense to call the macro "My Sequence 1 at front left ceiling fixtures" or something like that in order to make the positions explicit in the name of the macro.  Otherwise you would never know by looking at the macro what it applies to.  Since including the positions in the name of the macro makes so much sense, the create macro dialog automatically adds the positions to the macro name if the "Applies to recorded positions" checkbox is ON.   The name "My sequence 1" entered into the dialog becomes "My Sequence 1 [P01 P02 P03]" if it applies to those three positions.   Looping Since effect macros can be bound to their original positions, you can build a show on the fly by clicking on effect macros or pressing their keyboard shortcuts while the show simulation is playing.  Each effect macro is like an instrument in music composition software, and clicking on the effect macro is like playing a note with the instrument.  Since it is nearly impossible to click on positions while a show simulation is playing, the only way the "on the fly" method works is if triggering an effect macro indicates not just the effects, but where they go -- which is exactly what the "Applies to recorded positions" checkbox guarantees. If you decide to try the "on the fly" scripting method, consider the "Looping" options in the show menu.  You can add loop start/stop markers to the show, and then play a section over and over again, layering in the effects by pressing the effect macro keyboard shortcuts while the show simulation is playing.   Changing the effects or position references contained within effect macros Especially with DMX scripting but also possible with pyro, you may find yourself defining a set of effect macros for one group of effects or positions, and then wanting to create an entire duplicate set of the effect macros for a different set of effects or positions.   (If, for example, you want to create a set of 20 effect macros for various color par light effects -- red, blue, yellow, etc. -- then creating 20 effects for every single color would be tedious.  The "Find and replace inside macros" function provides another way. Using the replace function, you can replace the effects or positions in a single effect macro or an entire batch of effect macros all at once, which can significantly cut down on the work required.  I find it useful to save my effect macro collections for different position sets as separate FDB effect files.  With that approach, I can duplicate the file, select all the effects in it, and use the replace function to create the variations of the entire file.   Figure 2 – The "Find and replace inside macros..." function changes the positions or effects contained in the macro.   The macro payload Effect macros store their payload of information as a compressed copy buffer in their VDL field.  If you need to see the payload information of a macro in human readable form, for programmer-like purposes, you can do the menu item, "File > Admin > Decompress macros" to decompress the macro payloads in all selected effect macros in the effect window.  The maximum payload size is 10KB, so if decompressing would result in a larger size (for very large macros), the decompression operation will not work.