Total found:2382
Reply To: CSV file – Shooting points coordinates

All of the table windows in Finale support copy/paste between Excel, which is the general way to import data in Finale.   You can copy/paste rows or cells or selection rectangles of cells, in either direction to or from Excel.   To select a rectangle of cells in a Finale table, double-click on a cell and hold the button down on the second click, and drag to enlarge the box.  When you then copy (control-C), the data from those cells will be placed in the copy buffer.  You can paste (control-V) into Excel or NotePad to look at the data in the copy buffer.   If you copy/paste cells or a rectangle of cells, the dimensions of the data copied into the copy buffer should match the selected rectangle of cells you are pasting into, so the data fit correctly.   If you copy/paste rows (as opposed to cells) into a Finale table, then the situation is a little different -- the copy buffer must contain a header row in addition to the data rows.  The header row contains the names of the columns of data, in English.  When you paste rows into a Finale table, the pasted rows will be added as new rows to the table.  The order of the columns does not matter, because the column names in the header determine how each column of data will be imported (You may need to switch the UI to English to make the column headers match; I can't remember).  You do not need to have all columns in the copy buffer.  The only required column for pasting into the positions window is the "Position" column with the position name.   Pasting rows into Finale always adds the rows.  If the position name of a row matches an existing position name already in the table, then the pasted position name will be extended (example Pos-01 --> Pos-01(01) to avoid the conflict.).  If you want to change data instead of adding new columns, then you are better off pasting over cells or selection rectangles of cells.  You can right click on a column header in Finale and do "Select column" from the context menu to select the full column, as a convenience for copy/paste.   Based on these instructions, you have many options for importing your position coordinates with copy/paste.  The same options apply to all the other data windows too -- script, effects, blueprints, etc.   You can also export the positions table to a CSV or XLS from the blue gear menu in the upper right of the positions table.   The only complexity for position coordinates is that the XYZ coordinates are combined into a single column in Finale.  So if your XYZ coordinates are separate columns in the data you want to paste into Finale, then you need to combine them into a single column in Excel using a formula.  In the spreadsheet shown in the image, the formula used in Excel to combine the XYZ coordinates into a single column was: =CONCAT( C5," ",D5," ",E5)      

CSV file – Shooting points coordinates

We can extract a CSV file from SketchUp. Thus we have our shooting position coordinates. Could you please explain me how to inject our shooting positions coordinates into the Finale 3D CSV and directly have all our shooting points in Finale 3D? Thank you.

Reply To: Module and rail numbers not matching

I understand.  For small shows it is not uncommon for people to create position names like P1, P2, P3, and to want the position number to be the same as the module number (or "channel" in Cobra terminology).  This strategy works as long as each position needs only a single module.   In Finale 3D the position names are unrelated the module numbers, so even if you have three positions P1, P2, and P3, and each requires a single module, when you press the "P" key to address the show it is possible that P1 gets assigned module #2 or #3.   To make the module numbers match the numbers in the position names, you just have to set the "Start Module" for each position to the module number.  If you want position P2 to use module #2, the right click on position P2 and do "Edit position properties" from the context menu.  Then set the "Start Module" to 2.  If any of your positions requires more than a single module, it will keep counting up from the Start Module, and you would need to make sure that counting up doesn't overlap the Start Module of another position.   A quick way to set the Start Module for a lot of positions all at once is to open the Positions window from the bottom of the Positions menu (Positions > Positions Window).  Then you can type in the Start Module numbers into the Start Module column.

Module and rail numbers not matching

Will Sorry about taking up your time I used to be able to name and number all 27 of my modules (examples module name 6-4in and then after numbering all modules from 1-27 with the number and shell size  by clicking on (edit position properties) and all is good but when I start adding effects to many modules then pressing P to assign addresses the Scrip window has made it so that a lot of the rail numbers do not match the module or position numbers (example in photo to follow)thanks for help

Generic Light Fixture ON/OFF and Dimmer 1CH [068, 069]

The Generic Light Fixture ON/OFF and Dimmer fixtures are single channel DMX fixtures with pre-defined effect libraries in Finale 3D for turning ON/OFF or setting a fader value of any single-channel DMX fixture.  The simulation in Finale 3D is a simple par light beam, which you can view as a placeholder for whatever effect the fixture produces in the real world.  Some example fixtures are, Confetti fixtures with a single ON/OFF DMX channel personality Ceiling lights in a conference room that have single channel DMX dimmer intensity control (0-255) A BBQ grill that has DMX control Any other DMX fixture or relay that you want to script in Finale 3D   Figure 1 – A 1-channel DMX ceiling light that is a perfect match for the Generic Light Fixture Dimmer in Finale 3D   Both the ON/OFF (Standard Fixture ID 068) and Dimmer (Standard Fixture ID 069) fixtures have a 1-channel DMX personality.  The ON/OFF effects use the value 0 = OFF and 255 = ON.  The Dimmer effects use values from 0-255.   Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 1CH YES   Instructions To design a show for Generic Light Fixture ON/OFF and Dimmer fixtures, please follow the steps in DMX basic instructions and Light fixtures basic instructions.  If you don't already have a compatible firing system or controller capable exporting a DMX script, please refer to Supported firing systems and controllers (DMX) for the list of available hardware options.   Choosing the DMX channel ranges for fixtures Each fixture requires one channel, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a single channel that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Table 2 shows an example for 1-channel fixtures.  Some DMX firing systems and controllers only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 2 – Example channel ranges for 1-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1 only 2 2 2 only 3 3 3 only 4 4 4 only 5 5 5 only ... 512 512 512 only   Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team.   Table 3 – DMX channels for 1CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) ON/OFF (0 = OFF, 255 = ON) or Dimmer (0-255)  

Hansol Hurricane-AW Wave Flamer 19CH [083]

The Hansol Hurricane-AW Wave Flamer fixture is a variable angle flame machine that can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose.   Figure 1 – Hansol Hurricane-AW Wave Flamer   The fixture has a 19 channel DMX personality.   All but four of the channels are dedicated to programming sequence macros on the fixture, which there is no need for when scripting with Finale 3D.  Although Finale 3D leaves these remaining channels unused, you still need to allocate 19 channel ranges for each independent fixture.   Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 19CH YES   The fixture requires three DMX channels to produce a flame -- ignition, pump, and flame ON/OFF.  The pump needs to be engaged prior to the first effect in order to achieve the required pressure.  Finale 3D incorporates the ignition and flame ON/OFF channels directly into its flame effects, and provides an explicit "With Safety Channel And Pump ON" effect that the user should add at the beginning of the show with the proper lead time and extend to cover the duration of desired activity.  Since the flame cannot be triggered without the pump active, the pump and safety channel can be considered one and the same.  Hence the effect name is, "With Safety Channel And Pump ON". The Hansol Hurricane-AW Wave Flamer fixture does not have a user-settable motor speed for adjusting the rate at which the nozzle sweeps from one angle to another.  If you use "Move-To" effects in Finale 3D to make angle sweeps, the angle sweeps will always move at the fixed motor speed of the fixture (fast) in the physical world, even if the design in Finale 3D calls for a slow moving angle sweep.  That's just a limitation of the fixture.   Table 2 – DMX channels for 19CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Angle (0-75 = UNUSED; 76 = LEFT; 165 = UP; 255 = RIGHT) Channel 2 (DMX Channel Base + 1) Flame ON/OFF (0 - 199 = OFF; 200- 255 = ON) Channel 3 (DMX Channel Base + 2) Electric Spark (0 - 199 = OFF; 200- 255 = ON) Channel 4 (DMX Channel Base + 3) Pump (0 - 199 = OFF; 200- 255 = ON) Channel 5-19 (DMX Channel Base + 4 To + 18) Macro Programming Parameters   Instructions To design a show for Hansol Hurricane-AW Wave Flamer units, please follow these steps:  Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions and Exporting a firing system script for flame systems.  Depending on your DMX controller, you may choose to give each fixture its own DMX universe, or give each fixture a channel range in a shared DMX universe.  (B) In the real world configure each physical fixture's "Start Address" to be the start of the channel range you allocate for it. (C) In Finale 3D configure the "DMX Channel Base" of the fixture to match the Start Address exactly. Add the Assorted DMX supplier catalog to your Finale 3D account.  Login to the finale3d.com website.  At the top of the page, go to “My Account > Supplier Catalog Settings” (www.finale3d.com/supplier-catalogs-settings/).  Find the Assorted DMX supplier catalog in the table, and turn the switch to ON.  Then launch the Finale 3D application and synch to network.  The Assorted DMX catalog will appear as one of the available collections in the effects window, which you can choose from the selector at the top of the window.  This catalog contains effects for all types of Assorted fixtures currently supported in Finale 3D, together. Add flame effects to the show.  Right-click on the fixture positions to add compatible effects from the context menu or to filter the effects window to compatible effects.   Choosing the DMX channel ranges for fixtures Each Hansol Hurricane-AW Wave Flamer fixture requires 19 channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Table 4 shows an example for Hansol Hurricane-AW Wave Flamer fixtures in the 19CH configuration.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 3 – Example channel ranges for 19CH fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-19 2 20 20-38 3 39 39-57 4 58 58-76 5 77 77-95 ... 26 476 476-494     Table 5 – Example files and downloads Download link Explanation Hurricane AW manual.pdf Hansol Hurricane-AW Wave Flamer user manual

ADJ Inno Pocket Spot Pearl Moving Head Spotlight 9CH [082]

The ADJ Inno Pocket Spot Pearl fixtures, Standard Fixture ID 82, are (or were) available from www.adj.com/inno-pocket-spot-pearl .   Figure 1 – ADJ Inno Pocket Spot Pearl   The fixtures have 9 channel and 11 channel options, which you can select from the fixture's DMX panel.  Effects in Finale 3D are compatible only with the 9 channel mode.   Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 9CH YES 11CH NO   Instructions To design a show for ADJ Inno Pocket Spot Pearl fixtures, please follow the steps in DMX basic instructions and Light fixtures basic instructions.  If you don't already have a compatible firing system or controller capable exporting a DMX script, please refer to Supported firing systems and controllers (DMX) for the list of available hardware options.   Choosing the DMX channel ranges for fixtures Each fixture requires multiple channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Table 2 shows an example for 9-channel fixtures.  Some DMX firing systems and controllers only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 2 – Example channel ranges for 9-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-9 2 10 10-18 3 19 19-27 4 28 28-36 5 37 37-45 6 46 46-54 7 55 55-63 8 64 64-72 9 73 73-81 10 82 82-90 ... 56 496 496-504   Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team.   Table 3 – DMX channels for 9CH personality (80W version) DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pan Channel 2 (DMX Channel Base + 1) Tilt Channel 3 (DMX Channel Base + 2) Color (see table below) Channel 4 (DMX Channel Base + 3) Gobo (see table below) Channel 5 (DMX Channel Base + 4) Strobe and ON/OFF Channel 6 (DMX Channel Base + 5) Dimmer (0 = OFF; 255 = max) Channel 7 (DMX Channel Base + 6) Motor speed (0 = max; 255 = min) Channel 8 (DMX Channel Base + 7) Function (set to 0) Channel 9 (DMX Channel Base + 8) Dimmer Speed (set to 0)   Moving head effects are implemented by setting the motor speed based on the "from" and "to" trajectory angles and the span of time between the "from" and "to" effects.  The speed channel value is calculated from the inverse of the degrees-per-second-for-speed-channel-value function.  Figure 2 shows the measured degrees per second of the fixtures for various speed channel values between 0 and 255, and the curve chosen to fit those values.  The curve is specified in the DMX patch for the fixture's effects.   Figure 2 – Motor speeds   Table 4 – Strobe values DMX Value Strobe Speed 0-7 Blackout 8-15 Shutter open 16-131 Slow to fast (Values 86, 98, and 128 correspond to 5Hz, 10Hz, and 20Hz) 132-255 Useless effects   Table 5 – Color values DMX Value Color 0-7 White 8-14 Red 15-21 Orange 22-28 Yellow 29-35 Green 36-42 Blue 43-49 Light Blue / Cyan 50-56 Pink / Magenta 57-255 Useless combinations   Table 6 – Gobo patterns DMX Value Finale 3D Identifier Image 0-7 NoGobo No gobo 8-15 ThreePartRing 16-23 WideBubbleStar 24-31 BubbleStar 32-39 Shale 40-47 Bubbles 48-55 WaterWheel 56-63 Mica 64-255 Useless combinations   Table 17 – Example files and downloads Download link Explanation inno_pocket_spot_pearl.pdf ADJ Inno Pocket Spot Pearl User Manual

Reply To: DMX light simulations

Adding onto Simon's answer about light fades, most pyro+DMX controllers do not implement a ramp function in hardware, so the only way to implement a fade is with a rapid sequence of events.  That can be an issue with the controller's script rows limit, as Simon points out, but it doesn't totally rule out the idea.   Here are the steps we are taking to support fades:   1) In the last three or four RGB DMX light fixture implementations we've supported (Chauvet EZPar64 and Rockville Battery Par 50 and High End UNO), we've been implementing the DMX patch libraries differently in order to lay the groundwork for supporting fades.  Specifically, for effects like "Red Flash (lg)" or "Red Flash (sm)", instead of using the master dimmer DMX channel to control the intensity of "(lg)" versus "(sm)" we've been scaling the RGB channel values themselves and leaving the master dimmer at 100%.  That leaves the master dimmer available for a modifier effect to further adjust the intensity by way of reducing the master dimmer to lower than 100%.  For these recent fixture effect libraries we have added ten new effects to the effect libraries,   "With Master Dimmer at 0%" "With Master Dimmer at 10%" "With Master Dimmer at 20%" etc.   You can add these modifier effects to a fixture in the show and stretch their duration to cover whatever duration you want them to apply over, and they will scale the overall intensity of all the fixture's effects within that duration according to the chosen %.  These effects provide a rudimentary ability to implement your own fades, by placing these effects back to back, and scaling down the intensity in 10% chunks.   2) We are working on new functions called "Create DMX effect" and "Edit DMX effects" which are similar to "Create effect"  and "Edit effect" except they also provide a simple user interface for you to specify the DMX channel values that implement the effect.  These functions enable you to create/edit your own effects for your own fixtures without needing to edit the DMX Patch field of the effects or go through the programmer-like steps that are currently required to implement your own effects.  This feature will be available in two weeks.   3) We have an eye toward adding a "ramp" checkbox to the user interface DMX channel/value rows in the dialog of (2).  When you check this checkbox, our exporter will automatically implement the ramp in the most efficient manner based on your firing system or DMX controller's capabilities.  If the controller has hardware ramps, then the exporter will use that capability.  Otherwise, the exporter will automatically create a sequence of events to implement the ramp manually, in steps.  This implementation obviously consumes are large number of event rows in the script, but used sparingly it may still be useful in some designs while keeping within the limits of the controller's script size.  We expect to implement this feature late this year.

Reply To: Introductions – introduce yourself!

Hello everyone, Oliver here, a newbie and just started exploring the world of Finale 3d starting to enjoy it :)

YF Beam 230 Moving Head 16CH [081]

The YF Beam 230 Moving Head Spotlight fixtures, Standard Fixture ID 081, are available from www.yf-light.com.  The capabilities include gobos in addition to the moving head with a color wheel.   Figure 1 – YF Beam 230 Moving Head Spotlight   The fixtures have 16 channel and 20 channel options, which you can select from the fixture's DMX panel.  Effects in Finale 3D are compatible only with the 16 channel variation.   Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 16CH YES 20CH NO   Instructions To design a show for YF Beam 230 Moving Head Spotlight fixtures, please follow the steps in DMX basic instructions and Light fixtures basic instructions.  If you don't already have a compatible firing system or controller capable exporting a DMX script, please refer to Supported firing systems and controllers (DMX) for the list of available hardware options.   Choosing the DMX channel ranges for fixtures Each fixture requires multiple channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Table 2 shows an example for 16-channel fixtures.  Some DMX firing systems and controllers only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 2 – Example channel ranges for 16-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-16 2 17 17-32 3 33 33-48 4 49 49-64 5 65 65-80 6 81 81-96 ... 32 497 497-512   Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team.   Table 3 – DMX channels for 16CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Color Wheel (see below) Channel 2 (DMX Channel Base + 1) Blackout/Strobe (see below) Channel 3 (DMX Channel Base + 2) Dimmer (0-255 = DARK TO LIGHT) Channel 4 (DMX Channel Base + 3) Gobo Wheel (see below) Channel 5 (DMX Channel Base + 4) Prism (0-127 = OFF; 128-255 = ON) Channel 6 (DMX Channel Base + 5) Prism Rotation (0-10 = Stop; 11-120 = FORWARD; 121-255 = BACKWARD) Channel 7 (DMX Channel Base + 6) Macro (Write zero) Channel 8 (DMX Channel Base + 7) Frost (0-255 = linear variation) Channel 9 (DMX Channel Base + 8) Focus (0-255 = linear adjustment) Channel 10 (DMX Channel Base + 9) Pan Channel 11 (DMX Channel Base + 10) Pan Fine Channel 12 (DMX Channel Base + 11) Tilt Channel 13 (DMX Channel Base + 12) Tilt Fine Channel 14 (DMX Channel Base + 13) Motor Speed (0-11 = unused range; 12-24 = FAST; 25-37 = NORMAL; 38-50 = CONVENTIONAL; 51-62 = LINEAR; 63-255 = unused range) Channel 15 (DMX Channel Base + 14) Reset (Write zero) Channel 16 (DMX Channel Base + 15) Lamp (0-25 = no function; 26-100 = OFF; 101-255 = ON)   In Finale 3D, angle sweeps for moving head fixtures are implemented by setting the motor speed, since most pyro/DMX controllers do not have ramp features.  According to its documentation, the Beam 230 fixture only has several pre-defined motor speed settings, which is insufficient for implementing arbitrary angle sweep speeds.  For this fixture, Finale 3D always uses the fastest available angle speed setting.   Table 4 – Blackout/Strobe values DMX Value Shutter/Strobe 0-5 Closed, beam not visible 6-11 Open, beam visible 12-107 Strobe slow to fast 108-251 Other effects 251-255 Open, beam visible   Table 5 – Color wheel values DMX Value Color 0-4 White 5-9 White + Red 10-14 Red 15-19 Red + Orange 20-24 Orange 25-29 Orange + Aquamarine 30-34 Aquamarine 35-39 Aquamarine + Green 40-44 Green 45-49 Green + Light Green 50-54 Light Green 55-59 Light Green + Lavender 60-64 Lavender 65-69 Lavender + Pink 70-74 Pink 75-79 Pink + Yellow 80-84 Yellow 85-89 Yellow + Magenta 90-94 Magenta 95-99 Magenta + Cyan 100-104 Cyan 105-139 Other 140-144 Blue 145-255 Other   Table 6 – Gobo wheel values DMX Value Color 0-2 White 3-5 Gobo 1 6-8 Gobo 2 9-11 Gobo 3 12-14 Gobo 4 15-17 Gobo 5 18-20 Gobo 6 21-23 Gobo 7 24-26 Gobo 8 27-29 Gobo 9 30-32 Gobo 10 33-35 Gobo 11 36-38 Gobo 12 39-41 Gobo 13 42-44 Gobo 14 45-47 Gobo 15 48-50 Gobo 16 51-53 Gobo 17 54-255 Other   Table 7 – Example files and downloads Download link Explanation beam230-manual YF Beam 230 User Manual detail1-9.jpg Channel 1-9 detail detail1-14.jpg Channel 1-14 detail detail10-16.jpg Channel 10-16 detail