Total found: 2465
Reply To: Copying Script to a new show

Hi EhrlichFire, you can absolutely copy from one show to another. This forum topic may help: https://finale3d.com/groups/english/forum/topic/combining-shows/   The copy/paste functionality is designed to be very robust, here's a technical article from our documentation: https://finale3d.com/documentation/copy-paste/

Reply To: Copying Script to a new show

Hi Dirk, I am not sure why I cannot paste from Script 1 to Script 2. When I right click on Script 2, I do not get a drop-down with any options, i.e. "Paste"   However, doing a "Save As", saving Show 1 as Show 2 and moving the positions, could be a viable solution.   Thanks Bryan "EhrlichFire"  

Reply To: Copying Script to a new show

You should be able to copy paste from one script to an other without any problems. What is the error here ? Do you not see the copied events ? Maybe the reason for this is an active filter on the script menu.   I would uses saveas to save show 1 as show 2. then i would create the different positions and move the events to the new positions and delete the old ones.   Dirk

Copying Script to a new show

I have two shows on July 4th and I am building duplicate shows, but the field setup is different. These are pyro-musical shows with the same song lineup. I would like to copy the script with the firing timing of effects from Show 1 to Show 2. I know I can copy individual or a group of effects. But when I paste them into the new show, the times do not copy and the shells are not in sync with the music. I also tried to copy the rows from the Script window from Show 1 to Show 2 but I cannot paste them into the Show 2 Script window. If the Script window performs like Excel, why can I not paste from one script to another? Copying the effects and firing times from one show to another would save me so much time.   Thanks EhrlichFire Wellington, CO

Reply To: Cobra Error 5 when loading Finale3d Export

Thanks everyone for the help. I was able to get the error corrected and the show working!   It turned out to be the audiobox filename.  

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.