Total found:2623
Moka E11 Cold Sparks Machine 2CH [084]

The Moka E11 Cold Sparks Machine, Standard Fixture ID 084, is a vertical sparks machine that can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose.   It generates spark fountains approximately 1-5 meters high, with variable height specified in the DMX signal.   Figure 1 – Moka E11 Cold Sparks Machine   The Cold Sparks Machine has variable height levels ("gears").  The Finale 3D effects catalog contains Cold Sparks Machine effects for a range of durations and three heights (small, medium, and large).  You can create your own custom duration or height effects as described below. The Cold Sparks Machine has a two-channel DMX personality.   The first channel turns the "Pre-Heat" mode on.  The second channel turns the sparks fountain on and specifies the height.  In Finale 3D, Cold Sparks Machine "Sparks" effects will control the second channel.  The Cold Sparks Machine "Pre-Heat" effects will control the first channel.   Table 1 – DMX channels DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pre-heat (0-10 = OFF; 240-255 = ON) Channel 2 (DMX Channel Base + 1) Function (0-15 = sparks OFF; 16-255 sparks ON from min to max height)   Instructions To design a show for Moka E11 Cold Sparks Machines, 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 Cold Sparks Machine its own DMX universe, or give each Cold Sparks Machine a channel range in a shared DMX universe.  (B) In the real world configure each physical unit'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. Add spark fountain effects to the show and adjust their durations.  (A) Right-click on the Cold Sparks Machine positions to add compatible effects from the context menu or to filter the effects window to compatible effects.   Although the catalog contains effects with short durations, you can adjust the durations of the effects on the timeline after inserting them.  Add a "With DMX Pre-Heat / Safety Channel" effect and adjust its duration to cover the time range you want the pre-heat mode ON.   Choosing the DMX channel ranges for fixtures Each Cold Sparks Machine fixture requires two 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.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 2 – Example channel ranges for Cold Sparks Machine fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-2 2 3 3-4 3 5 5-6 4 7 7-8 5 9 9-10 6 11 11-12 7 13 13-14 8 15 15-16 9 17 17-18 10 19 19-20 ... 256 511 511-512   Table 3 – Example files and downloads Download link Explanation MK-E11.pdf Moka E11 Cold Sparks Machine user manual

Reply To: Moving Head Fixture Issue

Will,   This is how I manually fixed the issue by editing the script directly.  On the move-in-black I started at 192 (which is effectively 406 degrees or once around plus 45 degrees).   Then the red Move-to goes "down" to 149 (from 192, which is about a 90 degree arc).   #@firmware6,,,,,,,,,, #Trigger Channel,#Trigger Button,#Deadman Button,#Return Channel,#AudioBox Filename,#Script Name,#Disable Firing Button,#Alternate Firing Button,#Alternate 2 Firing Button,#SMPTE Timecode, 1,1,,0,,cobra,,,,, #Event Time,#Channel,#Cue,#Event Description,#Disable Groups,#Fire Time,#AUX Value,#DMX Universe,#DMX Channel,#DMX Value,#DMX Duration 00:00:04.15s,,,UKMH [1200] Move-In-Black // P-01 -- Pan (+0),,,,1,1,192, 00:00:04.15s,,,UKMH [1200] Move-In-Black // P-01 -- Tilt (+2),,,,1,3,28, 00:00:04.15s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Red (+7),,,,1,8,255, 00:00:05.15s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Pan (+0),,,,1,1,149, 00:00:05.15s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Speed (+4),,,,1,5,223, 00:00:05.15s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Dimmer (+5),,,,1,6,255,2.9 END,,,,,,,,,,   Looking from top down on the fixture, it spins 405 degrees (counter clockwise) for the "Move-in-Black".  Then the "Red Move-To" pans 90 degrees from Right to Left.   This gives me the effect I'm looking for...

Reply To: Moving Head Fixture Issue

Sent!   I deviated slightly by only tilting to 55 degrees instead of 90, but the rest appears identical.   The sweep looks correct in F3D.  But in practice, the RED move-to goes the opposite direction expected - pointing the beam backwards (to the audience(.   This is the script it generated:     #@firmware6,,,,,,,,,, #Trigger Channel,#Trigger Button,#Deadman Button,#Return Channel,#AudioBox Filename,#Script Name,#Disable Firing Button,#Alternate Firing Button,#Alternate 2 Firing Button,#SMPTE Timecode, 1,1,,0,,cobra,,,,, #Event Time,#Channel,#Cue,#Event Description,#Disable Groups,#Fire Time,#AUX Value,#DMX Universe,#DMX Channel,#DMX Value,#DMX Duration 00:00:04.03s,,,UKMH [1200] Move-In-Black // P-01 -- Pan (+0),,,,1,1,21, 00:00:04.03s,,,UKMH [1200] Move-In-Black // P-01 -- Tilt (+2),,,,1,3,67, 00:00:04.03s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Red (+7),,,,1,8,255, 00:00:05.03s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Pan (+0),,,,1,1,149, 00:00:05.03s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Speed (+4),,,,1,5,210, 00:00:05.03s,,,UKMH [1212] Red Move-To (lg) // P-01 -- Dimmer (+5),,,,1,6,255,2.0 END,,,,,,,,,,   Thanks Will

Reply To: Import from Explo software

Yes, but you need to get your source data as a SHW file (the export format for the Explo Ignition System).  All you need to do is the menu item "File > Import > Import into new show > Explo SHW file".  That will import your show!   After that, re-address the show for PTX.   If you only have your script in XLS or CSV format, you can import the show as a "do it yourself CSV" but that would require that you change the column names and convert the data manually.  When Finale imports a SHW file, it automatically applies various conversions of the data, since it knows the SHW format.

Import from Explo software

Hi, I have the following script generated by the Explo software that I need to convert to another system - Pyrotronix PTX. This is just part of the script file that I have in excel.   BoxxNo. Explo (hh:mm:ss.ms) Distance Zündzeit Effektbezeichnung Art.Nr. Type Cal. Schuss Steigz Effektz Preis Gef.Kl. Piece Description 01x70 00:01.1 0:00:00 00:01.0 Aqua green star with gold will 31039 SINGLE SHOTS 1.2" 1 0,1 3 0 1 60 05x70 00:01.1 0:00:01 00:01.0 Aqua green star with gold will 31039 SINGLE SHOTS 1.2" 1 0,1 3 0 1 -60 02x70 00:02.7 0:00:00 00:02.6 Aqua green star with gold will 31039 SINGLE SHOTS 1.2" 1 0,1 3 0 1 60 04x70 00:02.7 0:00:01 00:02.6 Aqua green star with gold will 31039 SINGLE SHOTS 1.2" 1 0,1 3 0 1 -60 03x70 00:04.1 0:00:01 00:04.0 Aqua green star with gold will 31039 SINGLE SHOTS 1.2" 1 0,1 3 0 2 V60 02x69 00:05.7 0:00:00 00:05.6 Aqua green star with gold will 31039 SINGLE SHOTS 1.2" 1 0,1 3 0 1 -60 .....   Is there a way to import the files in Finale, so that I can later change the modules so that they correspond to the Pyrotronix system and generate the script files for the new system?   Best Regards Assen Assiko Ltd. Bulgaria  

Reply To: how can I select effects by pan angle?

In the search box of the script window, you can type:   Pan = 45   or if you want to filter to multiple angles, you can type,   Pan = 45 || Pan = -45   or if you want to filter to a range, you can type   Pan > 45   Additional search terms are described here:   https://finale3d.com/documentation/search-expressions/   If it helps, you can also click on the Pan column header to sort by Pan.  If you hold shift while clicking on the Pan column header, you can select multiple sort criteria, i.e., A then B then C.  

Reply To: Cobra Error 5 when loading Finale3d Export

Thanks everyone for the advice - I've been traveling, but I'm testing out the recommendations tonight.   I will let everyone know what I find.    

how can I select effects by pan angle?

I would like to accomplish inside of the script window to type in a specific pan angle so it would only show the effects on the pan angle.  Its not working for me.  I am trying to highlight a bunch of the same pan angled effects that I have created on one launch position with other angles effects and then create another launch position to drag and drop these same angles on.  That way when I address the show that specific angle will have its own module.

Reply To: Monitoring available quanity levels from show to show

Hi Bryan, the short answer is YES! You can see your available inventory quantities count down as you design by unhiding the 'Remaining Available' column in the effects window. Then, when you're done designing your show, you can go to the Effects menu and select 'Subtract used quantities from available...' to remove the items in your show from the available inventory. Here's a video tutorial: https://www.loom.com/share/d67414abfe5e41e38cf593c6bf132cf1

Monitoring available quanity levels from show to show

While I was at CobraCon I talked with a rep at the Finale booth who quickly showed me how I could see how many an item I had available from show to show. For example, I am starting with 72 Dark Salutes in "My Effects". In "$how 1" I use 22 salutes. I am ready to move on to "Show 2". The "Available" column still shows 72 salutes available.  I am looking for a quantity column that shows I have 50 Dark Salutes available for "Show 2". Which Quantity value would do that? It would also be great if the Available quantity counted down as we used effects.   I tried this in "Per Show Effects" too. In the Per Show Effects, you have to enter how many of any one effect you have for that show and then just watch as you add to not exceed that amount. But doing that is like rebuilding your inventory for every show.   Is there an easier way to do this in Hobbyist?   Bryan E Wellington, CO