Total found:2380
Reply To: Finale 3D Feature Requests

Couple of product requests: Daylight smoke mine effects - lots of enquiries for these at the moment and having to animate with standard mines as placeholders. Would also be great to have CO2 Jets in there as an effect. Streamers would also be great to have though appreciate this might be a bit outside of scope.

Does anybody object to replacing “Show > Go back/repeat” with looping?

The "Go back/repeat" menu item, and more importantly the hot key shift-space, moves the playhead back to most recent starting point.  Does anybody use this feature?   We are adding a looping feature that lets you set loop start/end markers on the timeline, and then the playback loops in between the markers.  With the new looping feature, it seems like the shift-space "Go back/repeat"  menu item may redundant.   Looking for ways to remove menu items that people don't care about, to remove clutter.  Any objection to removing this menu item?  

Reply To: Finale 3D Feature Requests

conditional formatting of script reports   I need more options for conditional formatting.   For example to format in colors of the chain delays. Our used delay system covers 7 different delays in 7 different colors. When i want to use these colors with the actual given conditional formatting options i need at least 7 options for it.   I suggest that a "Option I" offers a text/script field where pro users are able to script their own formattings with expressions. Also would be great to have the possibilty there to use the full RGB color spectrum to format things. So maybe you give us more info of your internal expression and a field to use them to be totaly free in formatting our own script based on various conditions.   KR      

Reply To: Shell Effects

Hi PyroWalker, when you create a shell effect, you can specify a variety of parameters including the prefire time and burst height. If you specify a very short prefire time for a large caliber (i.e. size) effect and don't specify the height, then Finale 3D will use a default height based on the size. In this case, the software is trying to get the shell to the default height in substantially less time which can cause the shell to burst while still traveling upward at a high rate of speed. This will cause the deformed burst pattern you described, just like it would in real life.   Since the effect you made in Finale doesn't look like you're real-life effect, my guess is that something you entered (or omitted), doesn't match the real-life effect. If you have a YouTube link for the real-life effect, paste it here and we can give you some pointers.

Reply To: Help with Angles!

Hi PyroWalker, don't give up! I don't think this is the fish-eye effect because you have two items being launched from the left position that are clearly at different angles. If the fish-eye effect were to blame, everything on the left side of the screen (that is set a 0 degrees) would appear to angle in slightly. To figure out what's going on, I need to take a closer look. Please send your show (.fin) file to support@finale3d.com. The show is likely too large to attach to an email, if that's the case then you can send using WeTransfer.com.

Shell Effects

Sorry for asking so many questions, but I am fairly new to creating effects. I have watched the tutorials and haven't seen anything addressing an issue I am having. I am creating shells to match my inventory for my shows this summer. Some of the shells create beautifully. However, some have this weird effect where they break "up". I will post a screen grab below to hopefully capture what I am talking about. There is not a symmetrical break, but rather burst like the stars are still accelerating up! I am guessing this may have to do with lift time based on how the computer calculates the size of the shell and the break? I am trying to match off of my own real time shooting averages for scripting, but it is not looking pretty! Thanks for the help!

Reply To: Help with Angles!

In the screen shot below, you can see the position in the middle is at Zero Degrees and is straight. The left comet that appears straight is actually at -5 degrees and the other one is at Zero. If this is a Fish-Eye effect, how can I turn it off or fix this for my scripting? It is going to drive my OCD insane (and is taking the fun out of this process, honestly).

Reply To: Help with Angles!

Hi PyroWalker, when you say all the angles are wrong, could it be visual distortion, like a "fish-eye" lens effect? It's normal for effects that are the far left and right side of the Design window to angle inward somewhat on account of the perspective in the 3D environment. If you don't think this is what you're seeing, take a screenshot and post it here so we can see exactly what you're seeing on your end.

Help with Angles!

I have a template with 9 front positions and I am attempting to put in comets. However, the angles are all wrong. When they should be at Zero, they are clearly angled by 5 degrees, thus throwing everything off. I have tried re-creating the positions and nothing is working to make this correct. Before I drive myself crazy, what am I doing wrong? Also, this seems only to be my front positions, as my other positions are centered fine. Any help?