Total found:2366
The U `King Moving Head RGBW fixtures, Standard Fixture ID 029, are available from Amazon (ASIN B071KP6M8Q) for less than USD $100. Figure 1 – U `King Moving Head RGBW The fixtures have 11 channel and 13 channel options, which you can select from the fixture's DMX panel. Effects in Finale 3D are compatible only with the 11 channel mode. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 11CH YES 13CH NO Instructions To design a show for U `King 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 11-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 11-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-11 2 12 12-22 3 23 23-33 4 34 34-44 5 45 45-55 6 56 56-66 7 67 67-77 8 78 78-88 9 89 89-99 10 100 100-110 ... 46 496 496-506 Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team. Table 3 – DMX channels for 11CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pan (0 = forward; 170 = 360°; 255 = 540°) Channel 2 (DMX Channel Base + 1) Pan fine tuning Channel 3 (DMX Channel Base + 2) Tilt (0 = -25° below horizontal; 128 = 90°; 255 = 205°, which is 25° below horizontal on the backside) Channel 4 (DMX Channel Base + 3) Tilt fine tuning Channel 5 (DMX Channel Base + 4) Motor speed (0 = max; 255 = min) Channel 6 (DMX Channel Base + 5) Dimmer (0 = OFF; 255 = max) Channel 7 (DMX Channel Base + 6) Strobe (0 = no strobe, 1-255 = slow to fast; 230 = nicely slow, 240 = medium, 255 = fast) Channel 8 (DMX Channel Base + 7) Red Channel 9 (DMX Channel Base + 8) Green Channel 10 (DMX Channel Base + 9) Blue Channel 11 (DMX Channel Base + 10) White 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 fixture 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. While it is possible to specify curves that are closer to the sampled values, this curve, which doesn't appear accurate, has been manually tuned to deliver optimal real world results based on experimentation. Figure 2 – Motor speeds Table 4 – Example files and downloads Download link Explanation uking-manual.pdf U `King User Manual
Finale 3D has general DMX capabilities to support scripting shows for all kinds of DMX fixtures, including lights, special effects, and flames. Every different DMX fixture, however, requires its own effect library, which includes the VDL visualization instructions and DMX Patch specifications necessary to display the effect and export the DMX instructions for the controller. To script a show involving DMX lights, your first step is obtain an effect library for the fixtures you want to use. Finale 3D has effect libraries for a few fixtures in its Generic Effects collection, and more effect libraries in the supplier catalogs. The complete list of effect libraries that Finale 3D currently has constructed is here: Supported light fixtures (and Standard Fixture IDs). Since this list is diminutively small relative to the tens of thousands of DMX fixtures that exist, it is likely that you will need to create an effect library for your fixture. If your fixture is a common fixture and you have the instructions for it, Finale's support team will be happy to create the effect library for you free of charge. For less common or more specialized fixtures, Finale can connect you to a consultant who can make the effect library for you. So, after checking the list to see if Finale 3D already has an effect library for your fixture, please email support at Finale if you need an effect library created. Instructions Follow the basic DMX instructions (DMX basic instructions) to design a show for light fixtures. When you right-click on positions to configure them as DMX fixtures, as shown in Figure 1, the list of options will include all fixtures identified in your effect collections, which includes Generic Effects, all supplier catalogs that you've turned on, and any of your own inventories or effect files that you have loaded. Figure 1 – Right-click on positions to configure them as light fixtures. Light fixture effects Effect libraries for light fixtures contain a set of pre-defined effects to use in your show. Most of the effects in the libraries are one-shot effects like "Red Flash" that you insert into the show at the desired time and adjust the duration of if you need to by editing it in the Duration column in the script. Unlike pyro and flame effects, light and sfx effects have durations that are editable in the script (see Why is ‘Type’ so important? What depends on it?). Effects for moving head fixtures can aim in arbitrary directions. After you insert them into the show, drag the dotted line trajectory in the design view to aim in the desired direction. Finale 3D will take into account the angle when it exports the DMX script, translating the angle to the corresponding pan and tilt channel values for the fixture. Effect libraries for moving head fixtures generally contain "Move-In-Black" effects and "Move-To" effects, to create a sweeping effect that rotates from one angle to another. Insert the "Move-In-Black" effect at the "from" time and drag its trajectory dots to the "from" angle. Insert the "Move-To" effect at the "to" time and drag its trajectory dots to the "to" angle. On the timeline, the "from" and "to" effects will be connected. As you drag them farther apart or closer together on the timeline, the line between them expands or contracts. The duration of the line is the duration of the effect. The "Move-In-Black" effects generally have zero duration in their definition, so they appear as dots on the timeline by themselves. The meaning of "in black" is that the light fixture is off (black) as it moves to the "from" angle in preparation for the effect. The "Move-To" effects generally turn on the effect and specify the color, as in the effect "Red Move-To (lg)". The suffixes "(sm)" or "(md)" or "(lg)" indicate the intensity of the effect. On the timeline "Move-To" effects reach back to the immediately preceding effect on the same fixture, as shown in Figure 2. Most often the preceding effect would be a "Move-In-Black" effect, but it can also be any of the one shot effects or can be another "Move-To" effect if you are stringing together a sequence of multiple sweeping segments (e.g., "Move-In-Black" then "Move-To" then "Move-To" then "Move-To"). The sweeping period of the "Move-To" effect during which the angle is rotating extends from the effect time of the preceding effect (i.e., from its cue flag) to the end of the duration of "Move-To" effect. "Move-To" effects generally have zero duration in their definition for clarity, since their effective start time is based on the preceding effect yet their effective end time is the end of their own duration. If you want to lengthen the duration of a "Move-To" effect it is usually easier to drag it to the right on the timeline, but you can also edit its duration, which accomplishes the same goal. Figure 2 – A "Move-In-Black" (cue flag 105) and a "Yellow Move-To" 5s later define a moving effect, visualized as a yellow bar. Effect libraries may also contain modifier effects like "With Strobing Fast" or "With Gobo Star". Modifier effects appear as dotted lines on the timeline, as you can see in Figure 2. They do not turn on or off the fixture themselves. They modify any effects that they overlap. If you want a yellow, strobing, star gobo effect for a moving head light that sweeps from one angle to another, you would insert a "Move-In-Black" effect at the "from" time, and a "Yellow Move-To" effect at the "to" time. Then you'd also insert a "With Strobing" effect and a "With Gobo Star" effect at the "from" time or just before, and you would adjust the durations of these two modifier effects to cover the duration between "from" and "to", or longer if the strobing or gobo effects are intended to apply to other effects also that you add after the "to" time. Table 1 – Types of light fixture effects Type of effect Explanation One-shot effects Effects like "Red Flash" create an effect at their time on the timeline. Edit their duration in the script window if needed. Drag the trajectory dots to the desired angle for moving head fixtures. Move-To effects Effects like "Red Move-To" create an effect that extends from the end of the preceding effect for the same fixture to the end of its own duration on the timeline. Drag the trajectory dots to the desired angle for moving head fixtures to define the "to" angle of the movement. Modifier effects Effects like "With Strobing" or "With Gobo" are not visible themselves, but will modify other effects that they overlap on the same fixture. Setup effects Effects like "Reset/Initialize fixture" may be required to setup up the fixture before applying other effects. Most fixtures do not require these effects. For those fixtures that do, simply insert one of these effects at the beginning of the show for each fixture. Exported DMX scripts Moving head fixtures and fixtures that use rotating wheels for gobos or color selection require some preparation time prior to the beginning of the effect to move the head or rotating wheel to the correct spot for the effect to begin. In the exported DMX script, Finale 3D automatically sets the channels that need preparation time prior to effect's beginning time. If there is enough time between effects, the inserted preparation time for some channels may be as much as one second. If effects are close together, the preparation time will be compressed to avoid interaction between the effects. If the effects are back to back, which eliminates any preparation time, then the spinning of the color or gobo wheel or the movement of the head may become visible to the audience in the show, since it takes place while the effect is on. Limitations Most light fixtures have the capability of producing a wider range of effects based on their possible DMX channel values than are provided in the effect libraries. For example RGB fixtures can produce effects for a full color gamut of millions of colors; yet the effects in the effect libraries include only a handful of colors by name. If you need effects that are not provided in the effect libraries, you can create your own effects in your My Effects collection by copy/pasting effects from the fixture's effect library and modifying their VDL to change their visualization and their DMX Patch to change the exported DMX channel values. In general, modifying effects requires knowledge of the fixture's DMX personality and also some programming knowledge of the syntax of DMX Patches. Please contact support at Finale for instructions if you need to modify effects. With the exception of modifier effects, each fixture in the script is capable of doing only one effect at a time. It is an error to add a "Red Flash" effect and a "Blue Flash" effect at the same time or overlapping times, for example. It is also an error to add modifier effects between a "Move-To" effect and the effect it reaches back to, because doing so would make the "Move-To" effect reach back only to the modifier effect. Since the one-shot effects in most effect libraries specify the color and the intensity of the effect, it is also not possible to adjust the color or intensity during an effect, without inserting multiple effects back to back. Inserting multiple effects back to back is perfectly convenient except for moving heads. Since the angle range of "Move-To" effects is defined by the "from" and "to" effects on the timeline and the angle of their trajectory dots, adjusting the color or intensity of "Move-To" effect by way of inserting multiple effects requires that all the inserted effects in the sequence except the first are "Move-To" effects and that each of their trajectories is angled at the appropriate intermediate angle.
A catalog of the tens of thousands of unique DMX light fixtures is a long way out, but Finale 3D does keep track of the fixtures it knows about, to facilitate conversion between fixtures and to avoid conflicts. Users can define their own fixtures by creating their own effects that contain within them the fixture definition, and DMX patch, and visualization instructions in the VDL. User-defined fixtures can use fixture IDs in the range 1000000 and up to avoid conflicting with known fixtures listed in Table 1, as it grows. Table 1 – Supported light fixtures ID Name Number of DMX channels Requires "Reset Fixture" effect at start of show 005 EasyDancing [005] 36x1W Par Light 7CH 7 No 027 Tomshine [027] Moving Head Gobo 80W 9CH 9 No 028 Tomshine [028] Moving Head Gobo 30W 9CH 9 Yes 029 U `King [029] Moving Head RGBW 11CH 11 No 030 OPPSK [030] Disco Ball Combo 15CH 15 Yes 031 Chauvet [031] Scorpion Dual 10CH 10 No 041 beamZ [041] BBP60 Par Light 10CH 10 No 042 Moka [042] SFX MK-P18 RGB Wall Washer Par Light 11CH 11 No 046 Thomann [046] Fun Generation LED Pot 12x1W RGBW 6CH 6 No 048 Cobra [048] 36x1W Par Light 7CH 7 No 049 ADJ [049] QWH12X RGB Par Light 8CH 8 No 050 BETOPPER [050] 54x1.5W RGB Par Light 7CH 7 No 051 Chauvet [051] Slim Par 56 Light 7CH 7 No 052 Marq [052] Gesture Spot 100 15W LED Moving Head 11CH 11 Yes 059 Anonymous [059] Small Steel Gun 120W Moving Head Gobo 16CH 16 No 060 SpecialFX.it [060] 18*12W IP65 RGBWAU Par Light 10CH 10 No 065 U `King [065] Two-Bar Spider RGBW 15CH 15 No 068 Generic Light Fixture ON/OFF and Dimmer 1CH [068] 1 No 069 Generic Light Fixture ON/OFF and Dimmer 1CH [069] 1 No 071 Rockville [071] Battery Strip 24 RGBW Light Bar 9CH 9 Yes 073 OPPSK [073] Wall Washer Light Bar 8CH 8 Yes 074 Karma [074] LED Par120 Par Light 8CH 8 Yes 075 Rockville [075] BestPAR60 Par Light 10CH 10 Yes 077 High End [077] Uno Moving Head 15CH 15 Yes 079 Chauvet [079] EZpar 64 Par Light 8CH 8 Yes 080 Rockville [080] Battery Par 50 Par Light 6CH 6 Yes 081 YF [081] Beam 230 Moving Head 16CH 16 Yes 082 ADJ [082] Inno Pocket Spot Pearl Moving Head Spotlight 9CH 9 Yes 085 Anonymous [085] Beam 230 7R Moving Head Gobo Spotlight 16CH 16 Yes 087 U `King [087] 30W Moving Head Gobo 9CH 9 Yes 088 Sahauhy [088] 12 LED RGBW Par Light 8CH 8 No 089 U `King [089] Pocket Moving Kaleidoscope/Laser 15CH 15 Yes 090 Betopper [090] DJ Mini Moving Head 9CH 9 Yes 091 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 14 Yes 092 Dominar [092] Beam IP65 Moving Head 14CH 14 Yes 093 DXJ [093] FLI Beam 120W Moving Head Gobo 12CH 12 Yes 094 ERIKN [094] Diamond Pro Venue 460 Moving Head 25CH 25 Yes 095 Anonymous [095] Beam Spot 150W Moving Head Gobo 12CH 12 Yes 204 Anonymous [204] 150W LED Beam Moving Head 17CH 17 Yes 205 Riukoe [205] 80W LED Beam Moving Head 20CH 20 Yes 206 Anonymous [206] 12W RGBW Pinspot Spotlight 6CH 6 Yes 207 KTV Lights [207] A3 Animation Laser 16CH 16 No As indicated in the "Requires initialization" column, some fixture DMX personalities require that user inserts an "Reset Fixture" effect (Standard Effect ID 1201) at the beginning of the show to configure the initial channel values.
Light fixtures from various manufacturers have common or overlapping sets of effects, though the effects may be implemented by different DMX personalities. The Standard Effect IDs listed in Table 1 have the meaning defined in the table and exhibited by the reference fixture. Finale 3D can convert effects in a show from one fixture to another by replacing an effect from the "from" fixture with the corresponding effect of the "to" fixture, matching the Standard Effect ID. Table 1 – Standard Effect IDs for lights ID Effect Reference part number Reference fixture and picture 1000 Red Short Flash (md) GFX1200 EasyDancing [005] 36x1W Par Light 1001 Red Standard Flash (md) GFX1201 EasyDancing [005] 36x1W Par Light 1002 Red Long Flash (md) GFX1202 EasyDancing [005] 36x1W Par Light 1005 Red Short Flash (sm) GFX1205 EasyDancing [005] 36x1W Par Light 1006 Red Standard Flash (sm) GFX1206 EasyDancing [005] 36x1W Par Light 1007 Red Long Flash (sm) GFX1207 EasyDancing [005] 36x1W Par Light 1010 Red Short Flash (lg) GFX1210 EasyDancing [005] 36x1W Par Light 1011 Red Standard Flash (lg) GFX1211 EasyDancing [005] 36x1W Par Light 1012 Red Long Flash (lg) GFX1212 EasyDancing [005] 36x1W Par Light 1015 Green Short Flash (md) GFX1215 EasyDancing [005] 36x1W Par Light 1016 Green Standard Flash (md) GFX1216 EasyDancing [005] 36x1W Par Light 1017 Green Long Flash (md) GFX1217 EasyDancing [005] 36x1W Par Light 1020 Green Short Flash (sm) GFX1220 EasyDancing [005] 36x1W Par Light 1021 Green Standard Flash (sm) GFX1221 EasyDancing [005] 36x1W Par Light 1022 Green Long Flash (sm) GFX1222 EasyDancing [005] 36x1W Par Light 1025 Green Short Flash (lg) GFX1225 EasyDancing [005] 36x1W Par Light 1026 Green Standard Flash (lg) GFX1226 EasyDancing [005] 36x1W Par Light 1027 Green Long Flash (lg) GFX1227 EasyDancing [005] 36x1W Par Light 1030 Blue Short Flash (md) GFX1230 EasyDancing [005] 36x1W Par Light 1031 Blue Standard Flash (md) GFX1231 EasyDancing [005] 36x1W Par Light 1032 Blue Long Flash (md) GFX1232 EasyDancing [005] 36x1W Par Light 1035 Blue Short Flash (sm) GFX1235 EasyDancing [005] 36x1W Par Light 1036 Blue Standard Flash (sm) GFX1236 EasyDancing [005] 36x1W Par Light 1037 Blue Long Flash (sm) GFX1237 EasyDancing [005] 36x1W Par Light 1040 Blue Short Flash (lg) GFX1240 EasyDancing [005] 36x1W Par Light 1041 Blue Standard Flash (lg) GFX1241 EasyDancing [005] 36x1W Par Light 1042 Blue Long Flash (lg) GFX1242 EasyDancing [005] 36x1W Par Light 1045 Yellow Short Flash (md) GFX1246 EasyDancing [005] 36x1W Par Light 1046 Yellow Standard Flash (md) GFX1246 EasyDancing [005] 36x1W Par Light 1047 Yellow Long Flash (md) GFX1247 EasyDancing [005] 36x1W Par Light 1050 Yellow Short Flash (sm) GFX1250 EasyDancing [005] 36x1W Par Light 1051 Yellow Standard Flash (sm) GFX1251 EasyDancing [005] 36x1W Par Light 1052 Yellow Long Flash (sm) GFX1252 EasyDancing [005] 36x1W Par Light 1055 Yellow Short Flash (lg) GFX1255 EasyDancing [005] 36x1W Par Light 1056 Yellow Standard Flash (lg) GFX1256 EasyDancing [005] 36x1W Par Light 1057 Yellow Long Flash (lg) GFX1257 EasyDancing [005] 36x1W Par Light 1060 Magenta Short Flash (md) GFX1260 EasyDancing [005] 36x1W Par Light 1061 Magenta Standard Flash (md) GFX1261 EasyDancing [005] 36x1W Par Light 1062 Magenta Long Flash (md) GFX1262 EasyDancing [005] 36x1W Par Light 1065 Magenta Short Flash (sm) GFX1265 EasyDancing [005] 36x1W Par Light 1066 Magenta Standard Flash (sm) GFX1266 EasyDancing [005] 36x1W Par Light 1067 Magenta Long Flash (sm) GFX1267 EasyDancing [005] 36x1W Par Light 1070 Magenta Short Flash (lg) GFX1270 EasyDancing [005] 36x1W Par Light 1071 Magenta Standard Flash (lg) GFX1271 EasyDancing [005] 36x1W Par Light 1072 Magenta Long Flash (lg) GFX1272 EasyDancing [005] 36x1W Par Light 1075 Cyan Short Flash (md) GFX1275 EasyDancing [005] 36x1W Par Light 1076 Cyan Standard Flash (md) GFX1276 EasyDancing [005] 36x1W Par Light 1077 Cyan Long Flash (md) GFX1277 EasyDancing [005] 36x1W Par Light 1080 Cyan Short Flash (sm) GFX1280 EasyDancing [005] 36x1W Par Light 1081 Cyan Standard Flash (sm) GFX1281 EasyDancing [005] 36x1W Par Light 1082 Cyan Long Flash (sm) GFX1282 EasyDancing [005] 36x1W Par Light 1085 Cyan Short Flash (lg) GFX1285 EasyDancing [005] 36x1W Par Light 1086 Cyan Standard Flash (lg) GFX1286 EasyDancing [005] 36x1W Par Light 1087 Cyan Long Flash (lg) GFX1287 EasyDancing [005] 36x1W Par Light 1090 White Short Flash (md) GFX1290 EasyDancing [005] 36x1W Par Light 1091 White Standard Flash (md) GFX1291 EasyDancing [005] 36x1W Par Light 1092 White Long Flash (md) GFX1292 EasyDancing [005] 36x1W Par Light 1095 White Short Flash (sm) GFX1295 EasyDancing [005] 36x1W Par Light 1096 White Standard Flash (sm) GFX1296 EasyDancing [005] 36x1W Par Light 1097 White Long Flash (sm) GFX1297 EasyDancing [005] 36x1W Par Light 1100 White Short Flash (lg) GFX1300 EasyDancing [005] 36x1W Par Light 1101 White Standard Flash (lg) GFX1301 EasyDancing [005] 36x1W Par Light 1102 White Long Flash (lg) GFX1302 EasyDancing [005] 36x1W Par Light 1105 With Strobing Slow GFX1305 EasyDancing [005] 36x1W Par Light 1106 With Strobing Medium GFX1306 EasyDancing [005] 36x1W Par Light 1107 With Strobing Fast GFX1307 EasyDancing [005] 36x1W Par Light 1108 With Gobo Northstar TS11308 Tomshine [027] Moving Head Gobo 80W 9CH 1109 With Gobo Arrowheads TS11309 Tomshine [027] Moving Head Gobo 80W 9CH 1110 With Gobo Waterwheel <deprecated> TS11310 Tomshine [027] Moving Head Gobo 80W 9CH 1111 With Gobo Star TS11311 Tomshine [027] Moving Head Gobo 80W 9CH 1112 With Gobo Ellipses TS11312 Tomshine [027] Moving Head Gobo 80W 9CH 1113 With Gobo Atom TS11313 Tomshine [027] Moving Head Gobo 80W 9CH 1114 With Gobo Starpieces TS11314 Tomshine [027] Moving Head Gobo 80W 9CH 1200 Move-In-Black TS11400 Tomshine [027] Moving Head Gobo 80W 9CH 1201 Reset/Initialize Fixture TS11422 Tomshine [027] Moving Head Gobo 80W 9CH 1210 Red Move-To (md) TS11401 Tomshine [027] Moving Head Gobo 80W 9CH 1211 Red Move-To (sm) TS11402 Tomshine [027] Moving Head Gobo 80W 9CH 1212 Red Move-To (lg) TS11403 Tomshine [027] Moving Head Gobo 80W 9CH 1213 Green Move-To (md) TS11404 Tomshine [027] Moving Head Gobo 80W 9CH 1214 Green Move-To (sm) TS11405 Tomshine [027] Moving Head Gobo 80W 9CH 1215 Green Move-To (lg) TS11406 Tomshine [027] Moving Head Gobo 80W 9CH 1216 Blue Move-To (md) TS11407 Tomshine [027] Moving Head Gobo 80W 9CH 1217 Blue Move-To (sm) TS11408 Tomshine [027] Moving Head Gobo 80W 9CH 1218 Blue Move-To (lg) TS11409 Tomshine [027] Moving Head Gobo 80W 9CH 1219 Yellow Move-To (md) TS11410 Tomshine [027] Moving Head Gobo 80W 9CH 1220 Yellow Move-To (sm) TS11411 Tomshine [027] Moving Head Gobo 80W 9CH 1221 Yellow Move-To (lg) TS11412 Tomshine [027] Moving Head Gobo 80W 9CH 1222 Magenta Move-To (md) TS11413 Tomshine [027] Moving Head Gobo 80W 9CH 1223 Magenta Move-To (sm) TS11414 Tomshine [027] Moving Head Gobo 80W 9CH 1224 Magenta Move-To (lg) TS11415 Tomshine [027] Moving Head Gobo 80W 9CH 1225 Cyan Move-To (md) TS11416 Tomshine [027] Moving Head Gobo 80W 9CH 1226 Cyan Move-To (sm) TS11417 Tomshine [027] Moving Head Gobo 80W 9CH 1227 Cyan Move-To (lg) TS11418 Tomshine [027] Moving Head Gobo 80W 9CH 1228 White Move-To (md) TS11419 Tomshine [027] Moving Head Gobo 80W 9CH 1229 White Move-To (sm) TS11420 Tomshine [027] Moving Head Gobo 80W 9CH 1230 White Move-To (lg) TS11421 Tomshine [027] Moving Head Gobo 80W 9CH 1231 With Rotating Slow OPP11010 OPPSK [030] Disco Ball Combo 1232 With Rotating Medium OPP11011 OPPSK [030] Disco Ball Combo 1233 With Rotating Fast OPP11012 OPPSK [030] Disco Ball Combo 1234 Red Disco Ball OPP11000 OPPSK [030] Disco Ball Combo 1235 Green Disco Ball OPP11001 OPPSK [030] Disco Ball Combo 1236 Blue Disco Ball OPP11002 OPPSK [030] Disco Ball Combo 1237 Yellow Disco Ball OPPSK [030] Disco Ball Combo 1238 Magenta Disco Ball OPPSK [030] Disco Ball Combo 1239 Cyan Disco Ball OPPSK [030] Disco Ball Combo 1240 White Disco Ball OPPSK [030] Disco Ball Combo 1241 Red & Green Disco Ball OPP11003 OPPSK [030] Disco Ball Combo 1242 Red & Blue Disco Ball OPP11004 OPPSK [030] Disco Ball Combo 1243 Green & Blue Disco Ball OPP11005 OPPSK [030] Disco Ball Combo 1244 Red & Green & Blue Disco Ball OPP11006 OPPSK [030] Disco Ball Combo 1245 Red & White Disco Ball OPPSK [030] Disco Ball Combo 1246 Green & White Disco Ball OPPSK [030] Disco Ball Combo 1247 Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1248 Red & Green & White Disco Ball OPPSK [030] Disco Ball Combo 1249 Red & Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1250 Green & Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1251 Red & Green & Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1252 Laser Graphics Red Scribble (sm) Chauvet [031] Scorpion Dual 1253 Laser Graphics Green Scribble (sm) CHAU11000 Chauvet [031] Scorpion Dual 1254 Laser Graphics Blue Scribble (sm) Chauvet [031] Scorpion Dual 1255 Laser Graphics Red Scribble (md) Chauvet [031] Scorpion Dual 1256 Laser Graphics Green Scribble (md) CHAU11000 Chauvet [031] Scorpion Dual 1257 Laser Graphics Blue Scribble (md) Chauvet [031] Scorpion Dual 1258 Laser Graphics Red Scribble (lg) Chauvet [031] Scorpion Dual 1259 Laser Graphics Green Scribble (lg) CHAU11000 Chauvet [031] Scorpion Dual 1260 Laser Graphics Blue Scribble (lg) Chauvet [031] Scorpion Dual 1261 Amber Flash (sm) BMZ1017 beamZ [041] BBP60 Par Light 1262 Amber Flash (md) beamZ [041] BBP60 Par Light 1263 Amber Flash (lg) BMZ1018 beamZ [041] BBP60 Par Light 1264 UV Flash (sm) BMZ1019 beamZ [041] BBP60 Par Light 1265 UV Flash (md) beamZ [041] BBP60 Par Light 1266 UV Flash (lg) BMZ1020 beamZ [041] BBP60 Par Light 1267 Orange Flash (sm) MQ10040 MARQ [052] Gesture Spot 100 15W LED Moving Head 1268 Orange Flash (md) 1269 Orange Flash (lg) MQ10041 MARQ [052] Gesture Spot 100 15W LED Moving Head 1270 Orange Move-To (md) 1271 Orange Move-To (sm) MQ10042 MARQ [052] Gesture Spot 100 15W LED Moving Head 1272 Orange Move-To (lg) MQ10043 MARQ [052] Gesture Spot 100 15W LED Moving Head 1273 Bar 1 Head 1 Red Flash (sm) UK11500 U `King [065] Two-Bar RGBW Spider Light 1274 Bar 1 Head 1 Red Flash (md) 1275 Bar 1 Head 1 Red Flash (lg) UK11501 U `King [065] Two-Bar RGBW Spider Light 1276 Bar 1 Head 2 Green Flash (sm) UK11502 U `King [065] Two-Bar RGBW Spider Light 1277 Bar 1 Head 2 Green Flash (md) 1278 Bar 1 Head 2 Green Flash (lg) UK11503 U `King [065] Two-Bar RGBW Spider Light 1279 Bar 1 Head 3 Blue Flash (sm) UK11504 U `King [065] Two-Bar RGBW Spider Light 1280 Bar 1 Head 3 Blue Flash (md) 1281 Bar 1 Head 3 Blue Flash (lg) UK11505 U `King [065] Two-Bar RGBW Spider Light 1282 Bar 1 Head 4 White Flash (sm) UK11506 U `King [065] Two-Bar RGBW Spider Light 1283 Bar 1 Head 4 White Flash (md) 1284 Bar 1 Head 4 White Flash (lg) UK11507 U `King [065] Two-Bar RGBW Spider Light 1285 Bar 2 Head 1 Red Flash (sm) UK11508 U `King [065] Two-Bar RGBW Spider Light 1286 Bar 2 Head 1 Red Flash (md) 1287 Bar 2 Head 1 Red Flash (lg) UK11509 U `King [065] Two-Bar RGBW Spider Light 1288 Bar 2 Head 2 Green Flash (sm) UK11510 U `King [065] Two-Bar RGBW Spider Light 1289 Bar 2 Head 2 Green Flash (md) 1290 Bar 2 Head 2 Green Flash (lg) UK11511 U `King [065] Two-Bar RGBW Spider Light 1291 Bar 2 Head 3 Blue Flash (sm) UK11512 U `King [065] Two-Bar RGBW Spider Light 1292 Bar 2 Head 3 Blue Flash (md) 1293 Bar 2 Head 3 Blue Flash (lg) UK11513 U `King [065] Two-Bar RGBW Spider Light 1294 Bar 2 Head 4 White Flash (sm) UK11514 U `King [065] Two-Bar RGBW Spider Light 1295 Bar 2 Head 4 White Flash (md) 1296 Bar 2 Head 4 White Flash (lg) UK11515 U `King [065] Two-Bar RGBW Spider Light 1297 With Dimmer At 0% ROCK1018 Rockville [071] Battery Strip 24 RGBW Light Bar 1298 With Dimmer At 10% ROCK1019 Rockville [071] Battery Strip 24 RGBW Light Bar 1299 With Dimmer At 20% ROCK1020 Rockville [071] Battery Strip 24 RGBW Light Bar 1300 With Dimmer At 30% ROCK1021 Rockville [071] Battery Strip 24 RGBW Light Bar 1301 With Dimmer At 40% ROCK1022 Rockville [071] Battery Strip 24 RGBW Light Bar 1302 With Dimmer At 50% ROCK1023 Rockville [071] Battery Strip 24 RGBW Light Bar 1303 With Dimmer At 60% ROCK1024 Rockville [071] Battery Strip 24 RGBW Light Bar 1304 With Dimmer At 70% ROCK1025 Rockville [071] Battery Strip 24 RGBW Light Bar 1305 With Dimmer At 80% ROCK1026 Rockville [071] Battery Strip 24 RGBW Light Bar 1306 With Dimmer At 90% ROCK1027 Rockville [071] Battery Strip 24 RGBW Light Bar 1307 With Dimmer At 100% ROCK1028 Rockville [071] Battery Strip 24 RGBW Light Bar 1308 With Gobo Ring MQ10017 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1309 With Gobo Dandelion MQ10018 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1310 With Gobo BubbleStar MQ10019 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1311 With Gobo Shale MQ10020 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1312 With Gobo Bubbles MQ10021 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1313 With Gobo Waterwheel MQ10022 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1314 With Gobo Mica MQ10023 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1315 With Gobo ThreePartRing ADJ1217 ADJ [082] Inno Pocket Spot Pearl Moving Head Spotlight 9CH 1316 With Gobo WideBubbleStar ADJ1218 ADJ [082] Inno Pocket Spot Pearl Moving Head Spotlight 9CH 1317 With Gobo Dandelion3 UK12019 U `King [087] B242X 30W LED Moving Head Gobo 9CH 1318 Laser Dots Move-To UK12121 U `King [089] Pocket Moving Kaleidoscope/Laser 15CH 1319 Laser Dots Flash UK12120 U `King [089] Pocket Moving Kaleidoscope/Laser 15CH 1320 With Gobo Circle Of Dots CHAU11521 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1321 With Gobo Droopy Waterwheel CHAU11522 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1322 With Gobo Four Heads CHAU11525 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1323 With Gobo Hoop Stack CHAU11526 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1324 With Gobo Biohazard CHAU11527 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1325 With Small Circle DMR1022 Dominar [092] Beam IP65 Moving Head 14CH 1326 With Medium Circle DMR1025 Dominar [092] Beam IP65 Moving Head 14CH 1327 With Gobo Cactus DMR1027 Dominar [092] Beam IP65 Moving Head 14CH 1328 With Gobo Triangle DMR1028 Dominar [092] Beam IP65 Moving Head 14CH 1329 With Gobo Plus DMR1029 Dominar [092] Beam IP65 Moving Head 14CH 1330 With Gobo Bar Stack DMR1031 Dominar [092] Beam IP65 Moving Head 14CH 1331 With Gobo Clover DMR1032 Dominar [092] Beam IP65 Moving Head 14CH 1332 With Gobo Four Dots DMR1035 Dominar [092] Beam IP65 Moving Head 14CH 1333 With Gobo Bar DMR1037 Dominar [092] Beam IP65 Moving Head 14CH 1334 Red Laser Flash KTV10000 KTV Lights [207] A3 Animation Laser 16CH 1335 Green Laser Flash KTV10016 KTV Lights [207] A3 Animation Laser 16CH 1336 Blue Laser Flash KTV10032 KTV Lights [207] A3 Animation Laser 16CH 1337 Yellow Laser Flash KTV10048 KTV Lights [207] A3 Animation Laser 16CH 1338 Magenta Laser Flash KTV10064 KTV Lights [207] A3 Animation Laser 16CH 1339 Cyan Laser Flash KTV10080 KTV Lights [207] A3 Animation Laser 16CH 1340 White Laser Flash KTV10096 KTV Lights [207] A3 Animation Laser 16CH 1341 Rainbow Laser Flash KTV10112 KTV Lights [207] A3 Animation Laser 16CH
The Tomshine Moving Head Color Gobo fixtures, Standard Fixture IDs 027 and 028, are available from Amazon (30W version: ASIN B07T2GB74X; 80W version: ASIN B073S78V3Q). Although the two fixtures have roughly equivalent sets of capabilities, their DMX personalities are completely different, so effects created for one are not compatible with the other. Please use the conversion function (Fixture cloning — changing a fixture’s type and converting its effects) if you need to exchange fixtures in a designed show. Figure 1 – Tomshine 80W Moving Head Color Gobo Both 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 Tomshine 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 (0 = forward; 170 = 360°; 255 = 540°) Channel 2 (DMX Channel Base + 1) Tilt (0 = -25° below horizontal; 128 = 90°; 255 = 205°, which is 25° below horizontal on the backside) Channel 3 (DMX Channel Base + 2) Motor speed (0 = max; 255 = min) Channel 4 (DMX Channel Base + 3) Dimmer (0 = OFF; 255 = max) Channel 5 (DMX Channel Base + 4) Strobe (see table below) Channel 6 (DMX Channel Base + 5) Color (see table below) Channel 7 (DMX Channel Base + 6) Gobo (see table below) Channel 8 (DMX Channel Base + 7) Unknown (set to 0) Channel 9 (DMX Channel Base + 8) Unknown (set to 0) Table 4 – DMX channels for 9CH personality (30W version) DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pan (0 = forward; 170 = 360°; 255 = 540°) Channel 2 (DMX Channel Base + 1) Tilt (0 = 0° horizontal backward; 128 = 90°; 255 = 180°, horizontal forward) 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 control (see table below) 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) Unknown (set to 0) Channel 9 (DMX Channel Base + 8) Unknown (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. While it is possible to specify curves that are much closer to the sampled values, these curves, which don't look accurate at all, have been manually tuned to deliver optimal real world results. Figure 2 – Motor speeds Table 5 – Strobe values (80W) DMX Value Strobe Speed 0-7 No strobe 8-111 Uselessly slow 112-131 Slow to fast (Finale 3D uses 112, 120, and 128 for slow, medium, and fast) 132-255 Useless effects Table 6 – Strobe and ON/OFF control values (30W) DMX Value Strobe and ON/OFF control 0-7 Light off 8-15 Light on 16-131 Slow to fast (Finale 3D uses 92, 105, and 128 for slow, medium, and fast) 132-255 Useless effects Table 7 – Color values (80W version) DMX Value Color 0-7 White 8-15 Red 16-23 Green 24-31 Blue 32-39 Yellow 40-47 Orange 48-55 Cyan 56-63 Magenta 64-255 Useless combinations Table 8 – Color values (30W version) DMX Value Color 0-7 White 8-14 Red 15-22 Cyan 23-28 Orange 29-35 Blue 36-42 Yellow 43-49 Green 50-56 Magenta 57-255 Useless combinations Table 9 – Gobo patterns (80W version) DMX Value Finale 3D Identifier Image 0-7 NoGobo No gobo 8-15 NorthStar 16-23 ArrowHeads 24-31 WaterWheel 32-39 Star 40-47 Ellipses 48-55 Atom 56-63 StarPieces 64-255 Useless combinations Table 10 – Gobo patterns (30W version) DMX Value Finale 3D Identifier Image 0-7 Atom 8-15 ArrowHeads 16-23 NoGobo 24-31 StarPieces 32-39 Dandelion 40-47 WaterWheel 48-55 Star 56-63 Sunflower 64-255 Useless combinations Programmer notes The color and gobo mechanisms of these fixtures require careful programming of the DMX Patches. Programmers who are implementing effect libraries for Tomshine fixtures may benefit from these notes: The 30W Tomshine fixture's "no gobo" pattern does not correspond to the DMX gobo channel value of 0, as you can see in Table 10 (it corresponds to 16-23). The one-shot "Flash" effects do not set the gobo channel, so the user must insert an initialize/reset fixture effect at the beginning of the shot to set the gobo channel to the "no gobo" range (16-23) by default. The 30W Tomshine fixtures gobo channel value range of 0-7 corresponds to the gobo that is not the default. The DMX Patch for the initialize fixture effect sets the gobo to remain with an "end" value of 20 ("no gobo"), but "end" values in DMX Patches may legally be changed by the exporter to 0 as an optimization if the following event begins with the value 0 for the same channel. Consequently, if an event begins with gobo channel value of 0 it could affect a previous gobo value (for instance, changing the "end" value of the initialize fixture from 20 to 0). To prevent this unfortunate side-effect of the gobo channel value of 0, the DMX Patches simply never use the gobo value of 0! The range 0-7 is equivalent, so instead of using the value 0 for the Atom gobo, the DMX Patches simply use 4, which corresponds to the same gobo pattern and is not 0, and does not round down to zero on controllers that use percentage value representations of DMX values 0-100 instead of 0-255 values. DMX Patches for Move-In-Black effects need to set the dimmer value to zero (black) as a backstop instead of leaving it unchanged so Move-To effects will reach back to it and stop there instead of reaching further back to turn on the dimmer. DMX Patches for one-shot "Flash" effects set the color in prefire phase because the color disk needs to move to the correct rotation in advance of the effect to be prepared. Otherwise the audience sees the color wheel spinning to the correct color at the beginning of the effect. The prefire phase in the Tomshine DMX Patches is a luxurious one second by default, but since it compresses against any previous effect rather than overwriting the previous effect, the luxury has no consequence. Since the 30W fixture requires an initialize fixture effect, the fixtureDef in its effects needs to identify it for the error checking and user facing warning messages. Table 11 – Example files and downloads Download link Explanation tomshine-80w-manual.pdf Tomshine 80W User Manual tomshine-30w-manual.pdf Tomshine 30W User Manual
The Generic DMX Relay and Dimmer Flamers are single-channel fixture types in Finale 3D that may work for various kinds of flame systems that are not specifically defined by name. The Generic Effects collection includes a set of flame effects of various heights and durations for both fixture types. The relay fixture simply uses DMX channel values 0 and 255 for OFF and ON. They dimmer fixture uses intermediate values for flames of different heights. Generic Effects also includes a safety channel effect for the generic DMX safety channel fixture, which you can configure at a separate safety channel address (see Safety channels). Figure 1 – Flame machine The DMX personalities for the relay, dimmer, and safety channel fixtures are given in Table 1 - Table 3. Table 1 – DMX channels for Generic [007] DMX Relay Flamer DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (0 = OFF; 255 = ON) Part numbers GFX1000 - GFX9927 representing flame effects with small, medium, large height at durations from 0.1s to 1s. The varying heights are only reflected in the visual simulation, no change in the DMX channel values since the relay does not have dynamic height settings. Table 2 – DMX channels for Generic [008] DMX Dimmer Flamer DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (0 = OFF; 1-255 = min to max height) Part numbers GFX9928 - GFX9945 representing flame effects with small, medium, large height at durations from 0.1s to 1s. The varying heights correspond to DMX channel values from 1 to 255. Table 3 – DMX channels for Generic [018] DMX Safety Channel DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Activated (0 = OFF; various values = ON, based on effect definition) Part numbers GFX9945, GFX9900, and GFX9902 are safety channel effects that write values 255, 128, and 180 respectively for ON. Use the safety channel effect that corresponds to the ON value range of your hardware's safety channel. Instructions To design a show for generic 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 flamer its own DMX universe, or give each flamer a channel in a shared DMX universe. (B) In the real world configure each physical flamer unit's "Start Address" to match the DMX Channel Base of the fixture in Finale 3D. Add flame effects to the show. (A) Right-click on the flamer positions to add compatible effects from the context menu or to filter the effects window to compatible effects. (B) You will also need to add a "DMX Safety Channel" effect (e.g., part number GFX9945, GFX9900, or GFX9902 ) and to adjust its duration to cover the time range you want the fixture to be eligible to fire. Make your own, or modify existing flame effects. The flamer effects come in a few example durations in the Generic Effects collection, but you can also create your own variations that have arbitrary durations. (A) First copy the original effect by selecting the effect row in the Generic Effects, then right-click copy (or control-C). (B) Then paste into your My Effects or any of your other effects collections. (C) After copying it to your own inventory, you can modify its parameters. Simply edit the duration field to change its duration. The 3D simulation and the DMX Patch will automatically incorporate your change. You can also adjust the height field to change the height of the flame simulation, though if you want the dimmer effect to produce a different DMX value based on the height you need to change it manually in the effect's DMX Patch field. Figure 2 – A show with nine generic flamer fixtures and a safety fixture for the safety channel (the long yellow bar). Choosing the DMX channel ranges for fixtures Each flamer fixture requires a single 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 unique address for each fixture. A DMX universe has channels 1-512. Table 5 shows an example for flamer fixtures. Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with. Table 5 – Example channel ranges for generic flamer fixtures Fixture DMX Channel Base Channels Used 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 ... 512 512 512 Table 6 – Example files and downloads Download link Explanation test-generic-flamer.fin Example show
The firing systems and controllers listed in Table 1 support DMX in scripts exported from Finale 3D. If you have a pyro firing system or DMX light desk that has a facility to import script files in a standard interchange format like a text file and output a DMX signal, please email the documentation of the file format to support@finale3d.com, and Finale may be able to support it. Table 1 – DMX-capable firing systems and controllers Firing system Exported script contains Universe paradigm Universes Channels per universe Cobra Full DMX channel data Each 36M or 72M module can output one independent or shared DMX universe; the universe number is configurable separately from the module numbers; the 18M modules do not support DMX. 1-100 1-200 Fire Control G2 Full DMX channel data One global DMX universe. 1 1-512 FireOne (CSV) Full DMX channel data Each module address is a separate DMX universe. 1-99 1-512 fireTEK Full DMX channel data Each module address is a separate DMX universe. 1-99 1-99 Mongoose Full DMX channel data Each module address is a separate DMX universe. 1-99 1-512 Piroshow Full DMX channel data One global DMX universe; all module addresses serve the same DMX universe. 1 1-512 Pyrodigy Full DMX channel data Each module can output one independent or shared DMX universe; the universe number is configurable separately from the module numbers. 256 1-512 Pyromac V1 Firmware Full DMX channel data One global DMX universe; all module addresses serve the same DMX universe. 1 1-50 Pyromac V2 Firmware Full DMX channel data Pyromac Master modules share the same DMX universe; and Pyromac DMX Boxes each serve their own DMX universe 10 independent DMX Box universes + 1 shared Pyromac Master universe Master: 1-50 DMX Box: 1-512 PyroSure Full DMX channel data Each module address is a separate DMX universe. 1-255 1-255 Pyrotronix Triggers matching pre-programmed presets on the controller One global DMX universe. 1 1-127 Showven Full DMX channel data One global DMX universe. 1 1-512
As a safety measure, most DMX-based flame systems require a safety channel to activate the fixture. Spark systems may require a "Pre-heat" channel, which is analogous to the safety channel. In both cases, the channel must be on for the periods of operation. Figure 1 – Adjust the duration of the safety channel (the long yellow bar) to cover the flame shots (the short yellow bars). Finale 3D has safety channel / pre-heat effects for the fixtures that require them (we'll refer them all as safety channels). To turn the safety channel on for a fixture, you will need to add one or more safety channel effects to the show, and then adjust their durations to cover the periods of operation. Safety channel effects have type "other_effect", which means that unlike the flame effects their durations are adjustable in the script window. You can unhide the Duration column from the blue gear menu in the upper right of the script window, and type the durations in for the safety channel effects to make them the proper length, as illustrated in Figure 1. Separate safety channel addresses Some flame systems like the Galaxis G-Flame and the MagicFX Flamaniac have a facility to specify the safety channel address on the hardware independently of the start address of the other DMX channels that control the fixture (i.e., its DMX personality). The advantage of specifying the safety channel separately is that multiple fixtures in the same universe can share the same safety channel. In Finale 3D all DMX effects -- including the safety channel effects -- ultimately apply to DMX channels relative to and beginning at the DMX Channel Base of the fixture that they are added to. Effects for separate safety channel addresses therefore require creating a separate fixture position specifically for the safety channel (call it the "safety position"), which you can configure with the DMX Channel Base equal to the safety channel address of your hardware. For G-Flames, the fixture type of the safety position should be "Galaxis [016] Safety Channel". The fixture type of the G-Flame fixtures themselves should be "Galaxis [002] G-Flame". You will add one or more "G-Flame [016/0000] DMX Safety Channel" effects to the safety position to cover the periods of operation. Since all your G-Flame units can share the same safety channel, you only need a single safety position, as shown in Figure 2, though if you want to have different safety channels for different G-Flame fixtures you can do that too. Figure 2 – Separate safety channels require a "safety position" with DMX Channel Base equal to the hardware's safety channel address. Integrated safety channel addresses Flame and spark systems like the Explo X2 Wave Flamer and Showven Sparkular include the safety channel inside the DMX channel range that controls the fixture (the DMX personality). Thus each fixture needs its own safety channel effects. Unlike the systems with separate safety channel addresses, you won't need a separate safety position for systems with integrated safety channel addresses. You can just add the effects to the flame fixtures directly. A nine position show layout might look like Figure 3. Figure 3 – Integrated safety channels do not require a "safety position." Just add the safety channels to the flame fixtures. Since systems with integrated safety channel addresses need a safety channel effect for each fixture, the timeline can quickly become overwhelmed if you have even a few fixtures in the show, looking like Figure 4. To clean up the timeline, select the safety channel effects and press the "G" key (or do the menu item, "Script > Groups > Combine as group") to collapse all the safety channel effects on the timeline into a single horizontal bar, looking again like Figure 1. Figure 4 – Unusable! "Combine as group" will collapse these safety effects into a single yellow bar.
Every DMX fixture requires a range of one or more channels to control its functions. You can define the channel range manually in the "Configure position as DMX fixture" dialog, or you can use the function "Assign DMX channel ranges to fixtures" to assign DMX channel ranges automatically, back to back. You can use this function to assign or re-assign the ranges for all fixtures or just a set of selected fixtures. If assigning only the selected fixtures, the assignments will avoid collisions with the other fixtures and will fill in any channel gaps between them. Figure 1 shows nine fixtures configured as Explo X2 Wave Flamer fixtures. If you do the "Assign DMX channel ranges to fixtures" function for all fixtures, you will get the dialog of Figure 2. Figure 1 – Master fixtures are displayed as blue squares. The Explo X2 Wave Flamer fixture requires six channels. Nine fixtures times six channels is 54 channels, so the summary in the dialog makes sense. In the absence of specifying a DMX universe, the assigned ranges begin with DMX universe 1. Figure 2 – Nine fixtures, each requiring six channels, requires 54 channels total. Open the positions window to see the details of the ranges. In this simple example, the nine fixtures shown in the right-most column of Figure 3 are obvious. Other examples with slave fixtures, multiple DMX universes, and various kinds of fixtures requiring different numbers of channels can make the summary in the positions window more of a necessity. Figure 3 – Master fixtures need non-overlapping DMX channel ranges. Slave fixtures Slave fixtures in Finale 3D are associated with their masters by their DMX Universe and DMX Channel Base fields, which define the channel ranges that the fixtures listen to. The "Assign DMX channel ranges to fixtures" function preserves existing connections between slaves and their masters when used to re-assign existing channel ranges. The masters will be re-assigned to the first available channel range, and their slaves will tag along, assigned to the same channel ranges as their masters. Algorithm The assignment algorithm supports assigning channel ranges to fixtures for the first time, and also re-assigning channel ranges. In the case of re-assigning channel ranges, the algorithm preserves the existing DMX universes of fixtures that already have them defined, searching for available channel ranges within the same universes. In the case of assigning channel ranges for the first time, the algorithm will search for the first available channel range in any universe, beginning with the first DMX universe with any existing assignments, or universe number 1 if starting from scratch. Obviously, the algorithm can only assign channel ranges for pre-defined fixture types. You can script for fixtures of type "<Any DMX Fixture>" but the channel assignment algorithm will leave those fixtures unassigned since it doesn't know how many channels the fixtures require. The assignment algorithm always avoids conflicts with existing, non-selected fixtures. Thus if you have already assigned channel ranges for a partially scripted show, and you subsequently add more fixtures and assign channel ranges just to them, the new assignments will not conflict. The algorithm also re-assigns fixtures that have existing DMX Universe and DMX Channel Base values before assigning fixtures for which those fields are blank. Thus in the example of adding more fixtures to a partially scripted show, if you select all fixtures including the existing and the new fixtures and assign/re-assign channel ranges to them, the existing fixtures will be re-assigned first, preserving their universes, and the new fixtures will be assigned second, filling gaps and adding onto the end. Finale 3D supports two levels of universes, with a subtle naming distinction: "Universe" and "DMX Universe". For Finale 3D, Universe splits a show at the highest level. Finale 3D will export a separate firing system script for every Universe in the show, which may even represent different firing systems. DMX Universe is a DMX term identifying a bank of 512 channels that a fixture can be assigned to listen to. A firing system script corresponding to a single Universe may contain DMX data for multiple DMX Universes, which is an obvious requirement for firing systems that support multiple DMX universes in the same show (see Table 2 of Exporting for a list of firing systems that support multiple DMX Universes, and those that support a single, shared DMX Universe). Most shows use a single firing system and a single Universe, so the most important thing to remember about the Universe field is just not to confuse it with DMX Universe. In the context of DMX discussions, the word "universe" almost always means DMX Universe. Error messages The assignment function may return the errors listed in Table 1. Table 1 – Error messages Error message Explanation Too many channels used Fixtures being re-assigned to channel ranges in their existing universes won't fit in 512 channels. This error can occur if you change the type of fixtures to a fixture type that requires more channels in its DMX personality. The re-assignment function preserves the universe, but if each fixture requires more channels then they may no longer fit. Unknown fixture type Fixtures of type "<Any DMX Fixture>" do not have a defined number of channels in their DMX personality, so you must assign their DMX Universe and DMX Channel Base manually. Slave without master Slaves associate with masters that have the same DMX Universe and DMX Channel Base. If a slave doesn't have those fields, or if those fields refer to a non-existent master, then the assignment function may return an error. As a convenience, if the show contains slaves and only a single master fixture, the assignment function will assign the slaves to whatever channel range it assigns the master fixture, since there are no other options.
As there are tens of thousands of DMX fixtures and uncountably many variations of effects, the concept of a "Standard Fixture ID" or a "Standard Effect ID" may sound improbable, but that doesn't diminish the value in organizing and categorizing the fixtures and effects that Finale 3D does know about while still allowing users to add their own fixtures and define their own effects for use in Finale 3D with user-defined fixture IDs. Standard Fixture IDs and Standard Effect IDs make it possible to convert effects from one fixture to another (Fixture cloning). The Standard Fixture IDs also make it possible for the Finale 3D user interface to filter the effect choices that can be added to a fixture according to their compatibility, and to error check at times of addressing and exporting that the show does not contain any incompatibilities. Standard Fixture IDs are integers in the range 1 - 99 and 200-999999. User-defined fixture IDs are any integers in the range 100-199. To avoid fixture ID conflicts with other users when collaborating, users can request Standard Fixture IDs for their fixtures by emailing Finale support. Finale maintains the registry of Standard Fixture IDs as a simple and free service. Standard Effect IDs are in the range 0 - 999999. Users can define their own effect IDs arbitrarily if they aren't concerned with converting those effect definitions between different fixture types. Users can simply use the number "1" for all their user-defined effect IDs, for example. If interested in contributing to the registry of effects that can be converted between fixture types, users can email Finale support to add their effect definitions as Standard Effect IDs. A list of Standard Fixture IDs for flame and spark fixtures is here. A list of Standard Effect IDs for flame and spark fixtures is here. Implementation Figure 1 shows some DMX effects in the effects window that have Standard Effect IDs and Standard Fixture IDs. The IDs are simply an annotation in the effect description, nothing more. They are two numbers, separated by a slash and surrounded by square brackets. The first number is the Standard Fixture ID that the effect is compatible with. The second is the Standard Effect ID that identifies the fixture independent meaning of the effect. For example, many different flame fixtures have the concept of a safety channel effect. Their implementation may be different, as different fixtures place the safety channel at various offsets and require various values or ranges of DMX values to activate the fixture. Despite the difference in implementation, though, the concept of a safety channel is the same for all fixtures, so it makes sense that a safety channel effect can have Standard Fixture ID that means, "safety channel." The two underlined effects in Figure 1 have the same effect IDs (0201) but different fixture IDs (003 and 004). These fixture IDs represent two different DMX modes of the MagicFX Flamaniac flamer fixture that have completely different DMX personalities. From Finale 3D's perspective, a Mode1 Flamaniac is a different type of fixture from a Mode2 Flamaniac, and each has a set of effects that is compatible with it. If you design a show with Mode1 Flamaniac fixtures and subsequently decide that you prefer to operate your hardware in Mode2, you can use the Finale 3D function "Change DMX fixture and convert effects..." to convert the show. The Standard Effect IDs and Standard Fixture IDs enable the conversion of the show's effects with a simple replacement scheme: for each effect in the show with fixture ID 003 in its description, find a replacement with the same effect ID (0201 in this case) and the desired replacement fixture ID 004. Figure 1 – Standard Fixture IDs and Standard Effect IDs make it possible to convert effects from one fixture to another. Generic fixtures and user-defined effects The DMX Fixture Type option of "<Any DMX Fixture>" in the fixture properties dialog makes the fixture compatible with all DMX effects, no matter what fixture IDs are embedded in their description if any at all. Users can create their own DMX effects and add them to fixtures of type "<Any DMX Fixture>" without any issue. The fixture cloning feature is not available for fixtures of this generic type, and the features that automatically assign channel ranges to fixtures are also not available, but there are no other functionality limitations. Figure 2 – Users can add their own fixture types as "<Any DMX Fixture>" and can use DMX Effect Filter for compatibility filtering. The filtering of effects by compatibility in the "Add DMX effect to fixture" function is available for user-defined effects by way of the DMX Effect Filter field. When you select a pre-defined fixture type, the DMX Effect Filter fills in automatically with the fixture ID surrounded by bracket and slash. Effects are filtered to effects whose descriptions contain the DMX Effect Filter phrase as a substring. Thus for user-defined effects, you can add your own made-up fixture ID in this field to filter the fixture to a set of effects that you have defined with the same made-up fixture ID. Fixture IDs beginning at 1000000 are reserved for user-defined effects, so if you define your own fixtures IDs as 1000000 or higher, you are guaranteed they will not conflict with pre-defined fixture IDs.