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Hello, Will the new 1.4 pro lines from Raccoon and Wizard be added to the supplier catalogs? If so, do you have an eta for when they’d be available? Thanks!
Awesome. That is very helpful! Thanks Drew.
Great question, Engineer Cat, here are some approaches you could take for auditing your design that would be much quicker and easier than going through your entire script chronologically. 1) Filter and sort the Script window to simplify the script and timeline and break the show into easily auditable sections. For example, you could filter your script to 2.5″, 3″ and 4″ shells, then sort the script by position. This would bring anything that isn’t on a 2.5″-4″ position to the top or bottom of the Script window. Alternatively, you could filter to specific positions then sort by size. This would bring any items of incompatible size to the top or bottom of the script. If you filter to a row of positions, you can look at the colors of the duration bars in the timeline. For example, if you filter your script to the Cake positions and you see an item with a bright blue bar on the timeline, then you know there’s a 4″ shell on a Cake position. 2) Filter the script to specific Subtypes then use the simulation window to identify position assignment issues. For example, you could filter your script to all Subtypes of single shots, then press Ctrl+A to select the entire script, then orbit the camera viewpoint in the Design window to see if any single shot items are being launched from the wrong position. These are just a few of the many ways to use the filters and column sorts in the Script window in conjunction with the timeline and Design window that will be much easier than trying to do a full-script chronological audit. 3) Create a custom report that summaries the items in each position by size or some other criteria to easily identify items in the wrong positions.
Is there a way to do a mass audit of the products placed in firing positions to make sure none of the effects are in the wrong positions? Such as 4″ shell placed in a CK position instead of 2.5″ – 4″ shell position? Or is going through the final script and checking each cue the only way to do this?
Engineer Cat wrote: I downloaded the 2023 beta update just now and it resolved the camera problem. I had updated to the full release version yesterday so maybe that was the issue. Yes, the latest full release is from 2022.09.18 (September 18, 2022) and doesn’t include the front view orientation features. For PyroJam, you need a release from 2022.12.19 (December 19, 2022) or later.
I downloaded the 2023 beta update just now and it resolved the camera problem. I had updated to the full release version yesterday so maybe that was the issue.
So I did the update last night and now all the camera positions are incorrect. This is happening when I select front view.
Thank you! I’m sorry I don’t know why my name came up as that!! Thank you for fixing that!!
Hi Matt (Pyro_11810000), welcome to the Finale 3D forum, thanks for posting! Be sure to head over to your My Profile to customize your Display Name and Profile Picture. Just like in real life, shell effects in Finale 3D typically have some timing variance. This means that if you launch multiple shells of the same kind at the same time, they will break (i.e, burst) at slightly different times. The variance is a percentage of the the lift time (i.e., rising time), so the larger the shell, the more difference you will see in break times. Best practice is to script to the cue marker/blip on the timeline, not to fudge the timing to get the simulation to look right. You mentioned that the difference between your cue marker/blip and the actual appearance of the break in the simulation is a half second, that seemed suspicious so I took a look at the simulation and I found a small issue. For context, prefire time (the time from firing system ignition to the cue marker/blip) can be configured separately from the lift time (i.e., rising time) of a shell. In this case, the shell had a prefire time of 3.5s, but a lift time of 4s. This is why you were consistently seeing the shell appear 0.5s late. I fixed the simulation so the prefire and lift time are the same, you should be all set. Now you might be thinking… Okay Drew, but how do I get the updated effect? You will automatically get the updated effect in the PyroJam catalog the next you login (which triggers a sync) or trigger a sync manually by going to File > Sync with network. Okay Drew, I did that, but my shell is still breaking late in my show, what how do I fix it? When you added the shell to your show, a copy of the shell effect was added to ‘Per-show effects’. Think of Per-show effects as the time capsule that contains all the effects for your show. This way, if you send your show to someone else, or if you open your show 6 months or 10 years from now and the PyroJam catalog is long gone, your show will still look exactly the same. The effects in your show aren’t automatically updated (i,e, Per-show effects isn’t automatically updated), but you can update them with a single click by going to Effects > Update Per-show effects.
I have a question about a piece of product. Part number: (JY6-0276) Description: (Red Strobe willow) Size: 6″ My question is if I have it set to break at lets just say 00:38:820 but the actual break comes at 00:39:320 do I still set the shell to break at 00:38:820 or do I pull it back me to match when it actually breaks? Thank you Matt