Total found: 2465
Hi Pyro_Cyril, What firing system are you using? Will the four shows be controlled with timecode or will you start each show by pressing a button on the firing system?
Hi, I design a scene for a show that I need to run 4 times in a day. i was wondering if it would be possible to plug all my effect at the first show (for all the 4th shows) and change the program in order to avoid the reload between 2 shows, cause I will probably not have the time to do it. this will be in a theatre only with interior products like gerb, mine, flare, etc … how would you do that ?
Hey PyroDan, the MP3 audio artifact issue is a bug in the way Finale 3D currently handles MP3 files. We will fix it eventually, but we haven’t prioritized it because WAV is uncompressed (highest quality) and works 100% of the time if it is formatted properly. Finale 3D supports WAV files with a sample rate of 44,100 Hz (44.1 kHz) and bit depth of 16-bit. If you format your WAV files with these specs., it should work perfectly in Finale 3D every time.
Did anyone ever figure out how to fix this (outside of using audacity). I had same issue on mp3 file which had the click in F3D, but not on file. Wav would not upload into f3d at all. Changed bit depth from 24 to 16 and it seemed to solve the problem for me when exporting mp3 a second time.
Can you share how you made those? Thanks!
Drew I will test it this weekend. I can not tell you how much I appreciate the quick response to stuff like this. Truly amazing customer service.
Welcome to the Finale 3D forum! Here are some questions to help us troubleshoot the issue: 1) What version of Finale 3D are you running? 2) What are the exact names of each of your firing positions? 3) When address your show, what options are you selecting for the 'Order of assignment'?
I believe you have done everything correctly! Seeing 0 modules reported in Finale 3D for an exclusively-DMX Cobra script is not an indicator of a problem. Granted, I completely understand that his can be disconcerting. I'm not sure if this is genuinely a bug, limitation, or just "how it works", but to put your mind at ease, just pretend it said, "number of modules used for pyro: 0". If you export your script and it works, then all is good!
I am trying to add 8 Cobra 36x1 Par Lights to my show and am doing some testing. I have watched many online videos and believe I have done everything correctly. The videos are older than my current version of Finale, so some of the language and selections have changed. I have each light as a separate DMX position and added one color to each with strobing. When I created the positions, I did the following: Count 8 Position Name undefined Position Type DMX Fixture Master DMX Fixture Type Cobra 36x1 W Par Light 7CH DMX Universe 1 DMX Channel Base undefined DMX Fixture Angle Default I checked the Auto-assign DMX channel ranges. When I try to address the show I have the following Firing System Cobra Module or slat type COBRA 18M, 36M or 72M Max. ematches per pin 1 Beginning with module number 1 (nothing else selected) When I select address show I get the following Success Used Models 0 Used Pins 0, unused pings 0 Ematches 0 DMX errors 0 In the script window I get rail 1 for all 8 positions and DMX as the PIN When I go to export the script I have the following: Cobra v6.x Standard Script cobra cobra.scv Trigger Button 1 (No other selections) When I export the script I get: Universes: 1 File "cobra.csv", controller Cobra, Modules 0, Pins 0, DMX universes 1 When I watch all the other videos it always says it is using at least 1 module. Not sure what I am missing???