Total found: 296
Galaxis G-Flame

The Galaxis G-Flame unit is a vertical flame projector that can be controlled by the Galaxis ignition system, or by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose.   Figure 1 – Galaxis G-Flame   If the flame unit is controlled by the Galaxis ignition system, the "GS2" script file contains flame triggers in the same format as the pyro ignition triggers, and intermixed with the pyro ignition triggers.  In the GS2 file representation (details here), each trigger row represents the flame unit as a module number, and the triggered flame effect as the pin number.  The pin number just starts at one and counts up, incrementing for each shot.  The GS2 file contains a duration field that get passed to the controller, so effects can have arbitrary durations.  The half dozen or so example G-Flame effects in the Generic Effects provide some reasonable options, but you are free to create your own G-Flame effects with whatever durations you want, following the instructions below. If the flame unit is controlled by DMX, the DMX signal turns on and off the flame units by writing an "on" value or "off" value to the DMX channel allocated to the G-Flame unit.  Additionally, the DMX script contains a safety channel that can be shared across G-Flame units in the same DMX universe.  The purpose of the safety channel is to reduce the chance of a spurious ignition or held-over ignition by requiring that both the flame unit is "on" and also the safety channel is "on" in order for the flame to operate.  When you design a show in Finale 3D for G-Flame units, you add safety channel "effects" to the show and adjust their durations to cover the periods for which you want the G-Flame units to be armed. For further information about the G-Flame units, see the Galaxis website (www.firing-system.com) and the User Manual.   Instructions for G-Flame shows using the Galaxis firing system To design a G-Flame show for the Galaxis firing system, please follow these steps: Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions and Non-DMX firing systems and flame fixtures.  (B) Make sure your flame positions are configured with GALAXIS G-Flame as the “Module Type”.  (C) Set the “Start Module” of each flame position to a distinct module number that will not conflict with the module numbers used by any pyro positions. When controlled by the Galaxis ignition system, each G-Flame unit operates as an independent module, with its own module number; its "pins" represent the flame shots, counting up incrementally. Add flame effects to the show.  In the effects window, select the Generic Effects collection, and type "G-Flame" in the search box.  That will filter the window to show only the G-Flame effects, of which there are about a half dozen, beginning with part number GFX9800.  Click on the effect icons to insert them into the show.  When you add an effect, you will get an error that you are adding a DMX effect to a pyro position. When designing G-Flame shows controlled by the Galaxis system, please ignore this error simply by clicking the "Continue" button. If you don't want to see the error again, select the "Do not show again" checkbox in the error dialog. Alternatively, you can modify the flame effects, so they are no longer considered DMX effects, as described in step 3.  After adding effects, you can select groups of any of the G-Flame effects and do functions like "Sequence" to make interesting timing patterns, just like scripting for pyro. Make your own or modify existing flame effects.  The G-Flame 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 add the original effect to your My Effects collection by right clicking on the effect row in Generic Effects and selecting "Add to My Effects".  (C) After adding the effect to your My Effects collection, you can modify its parameters.  Simply edit the duration field to change its duration. The 3D simulation and exported GS2 file will automatically incorporate your change.  You can also adjust the height field to change the height of the flame simulation, though doing so has no bearing on the exported GS2 script. Optionally, to prevent the error that refers to adding a DMX effect to a pyro position, use the blue gear in the Effects window to unhide the "DMX Patch" column and delete any value you see. The DMX patch is not necessary when controlling G-Flames using the Galaxis system. Later, if you want to control G-Flames using DMX, go back to Generic Effects and use the default G-Flame effects that include the DMX patch values.   Instructions for G-Flame shows controlled by DMX To design G-Flame show controlled by DMX, please follow these steps:  Set up.  (A) Follow the flame set up instructions in the Flame systems basic instructions to create the G-Flame fixture positions and one or more safety positions.  Your fixture positions will have a DMX Fixture Type of "Galaxis [002] G-Flame"; your safety positions will have a DMX Fixture Type of "Galaxis [016] Safety Channel".  Depending on your DMX controller, you may choose to give each G-Flame unit its own DMX universe, or give each G-Flame unit a channel in a shared DMX universe (the G-Flame units require only a single channel).   (B) In the real world configure each physical G-Flame unit's "Start Address" to be the DMX channel you allocate for the flame unit.  (C) In Finale 3D configure the "DMX Channel Base" to match the Start Address exactly (older versions of Finale 3D required subtracting 1 on the DMX Channel Base, but that is no longer correct). (D) In the real world, configure each physical G-Flame unit's "Safety Channel Address" to be the DMX channel you allocate for the shared safety channel.  (E)  In Finale 3D configure the "DMX Channel Base" of the safety position to be the Safety Channel Address.  The safety position is separate from the G-Flame fixture positions and may be shared by the G-Flame fixtures positions if you configure the fixtures with the same Safety Channel Address. Add flame effects to the show.  (A) Right-click on DMX Fixture positions to add compatible effects from the context menu or to filter the effects window to compatible effects. Make your own, or modify existing flame effects.  The G-Flame 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 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 doing so has no bearing on the exported DMX script. Add safety channel effects.  Following the instructions Flame systems basic instructions add "DMX Safety Channel" effects to your safety channel position, and adjust their durations to cover the spans of time for which you want to arm the flame unit. Since the G-Flame ignition channel and safety channel are configured to independent Start Addresses, you need to put the safety channel effects off in their own "safety position" in Finale 3D in order set a DMX Channel Base for the safety channel effects independently of the G-Flame fixtures themselves.  The "safety position" doesn't actually represent a position in the real world; it is just a place to put the safety channel effects at an independent DMX Channel Base.     Table 1 – DMX channels for flame position (DMX Fixture Type of "Galaxis [002] G-Flame") DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (0 = OFF, 255 = ON) Part numbers GFX9800 - GFX9817 representing flame effects of varying heights with durations from 0.1s to 1s; the height differences are reflected in the visual simulation but not in the DMX channel values since G-Flame units do not have dynamically controllable heights. . Table 2 – DMX channels for safety position (DMX Fixture Type of "Galaxis [016] Safety Channel") DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Safety channel (0-152 = OFF, 153-204 = ON, 205-255 = OFF) Part number GFX9899 , “G-Flame [016/0000] DMX Safety Channel”   Choosing the DMX channel ranges for fixtures Each G-Flame fixture requires a firing channel and a safety channel, but the safety channel can be shared among fixtures, so you could allocate your channels as shown in Table 3.  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 3 – Example channel ranges for G-Flame fixtures in a DMX universe Fixture DMX Channel Base Channels Used Safety 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 ... 511 512 512   G-Flame example The example files in Table 3 include G-Flame show files configured for the Galaxis ignition system, and for DMX using the fireTEK ignition system (see fireTEK). Exported GS2 and CSV files for the two firing systems, respectively, are also available for download in the table. The example show includes both G-Flame and pyro, to illustrate shows that combine both types of effects, and in the case of the fireTEK example combine DMX and and pyro ignitions. The setup between the Galaxis and DMX shows are notably different, as follows from the instructions at the top of this page. In the Galaxis ignition system show, each G-Flame unit is its own module; no safety channels are required; and no DMX settings like DMX Base Channel are required in the positions. In the DMX example, the G-Flame units are configured for different channels in the same, shared DMX universe. All G-Flame units in the DMX example are served by the same fireTEK module. The show has a single safety channel position, with a safety channel address of 1 (i.e., the DMX Base Channel for the position is 1; and the channel offset in the safety channel effect's DMX Patch is 0). If you open the example files and look at the positions window ("Window > Position window" menu item), you can see the configurations of all the positions in one place.   Table 4 – Example files Download link Explanation g_flame_galaxis_standard.fin Show file for G-Flame and pyro example with Galaxis ignition system g_flame_galaxis_standard.gs2 Exported GS2 file for G-Flame and pyro example with Galaxis ignition system g_flame_firetek_standard.fin Show file for G-Flame and pyro example with fireTEK ignition system by DMX g_flame_firetek_standard.csv Exported CSV file for G-Flame and pyro example with fireTEK ignition system by DMX User-Manual-G-Flame-V2.40-007.pdf Galaxis G-Flame user manual

Merlin

To create and export a script for the Merlin firing system, please follow these steps: Address the show ("Addressing > Address show"). Export the script ("File > Export > Export firing scripts"). Step 2 creates the script file, which is a standard format CSV file with a "CSV" extension.  The file format details are described in this section.   Figure 1 – Merlin firing system   Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .CSV ASCII Comma CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time.  Multiple effects can be combined on a single cue.  The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Sort order of rows Rows sorted ascending by event time, then by module number, then by pin number. What rows represent Each row represents a unique firing event, a module/pin/event-time combination.  For example, a chain of five shells will be one row, not five.  A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects.  A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Header The file contains a single header row with the column names: Shot Number,Shot Time,Break Time,Number Of Devices,Devices Per Piece,Number Of Pieces,Product ID,Mfg And Mfg ID,Item Name,Caliber,Angles,Position Name,Module Type,Module Address,Slat Address,Pin Number,Notes. Time resolution The Merlin system supports hundredth of a second resolution. Special characters The CSV file follows Excel rules for quoting double quotes and commas within the fields. Except for those two characters, all other printable ASCII characters are allowed. Non-ASCII characters and unprintable ASCII characters (control characters like linefeed and tab) are filtered out. After the header, each row in the script has a number of fields separated by the comma character.   If any field contains a comma or double quote character, the field will be surrounded in double quotes and any internal double quotes will be doubled-up, following the Excel CSV convention.  The names of the fields and their descriptions are the following: Table 3 – Specifications of script fields Field name Description Shot Number A count of unique module/pin/event-times, starting with 1. Scripts exported from Finale 3D represent every unique module/pin/event-time as a firing row, consolidating all events with that module/pin/event-time into the row. Thus the Shot Number is a simple incrementing row count for scripts exported from Finale 3D. Scripts exported from Finale Business may contain multiple firing rows with the same module/pin/event-time, if the script contains multiple events with the same module/pin/event-time but differing in other respects, such as angle or part number. The Shot Number in scripts exported from Finale Business does not increment between rows having the same module/pin/event-time. Shot Time Time of ignition in the format MM:SS.DD. Break Time The earliest effect time of the effects represented by the firing row, in the format MM:SS.DD. For example, if the row represented a 3" and 5" shell ignited by the same pin, the effect time would be that of the 3" shell since it breaks earlier than the 5" shell ignited at the same time. Number Of Devices Total number of shells represented by the firing row, e.g., a chain of 5 implies Number Of Devices = 5. Devices Per Piece The number of devices represented by each stock keeping unit for the part number represented by the row, e.g., for some companies a chain of 5 is a single stock keeping unit, for which the Devices Per Piece is thus 5. Finale 3D always writes 1 in this field. Number Of Pieces Total number of stock keeping units represented by this row, e.g., for some companies a chain of 5 is a single stock keeping unit and thus one piece. Finale 3D always writes the total number of devices for this field. Product ID Part number. Mfg And Mfg ID The manufacturer name followed by, in parentheses, the manufacturer's part number for the item represented by the row; unless either such field is blank, in which case this field just includes the non-blank value, if any. Item Name Description.  If the row represents multiple effects, the description begins with the number of effects in parentheses, continues with the first effect name, and ends with elipsis (...) as an indication the row represents more than is being displayed in this single field. Caliber Size. Angles Angle graphic in ASCII art, showing the angles of the represented effects in backslash, vertical line, and slash characters. Position Name Position name. Module Type Module type. Module Address Module number, starting with 1. Slat Address Blank. Pin Number Pin number, starting with 1. Notes Script notes. An example script containing six (11) shells across nine (9) firing rows is shown in Figure 1 and included for download in Table 4.  In this script, the last two rows each represent two effects ignited from the same pin. Shot Number,Shot Time,Break Time,Number Of Devices,Devices Per Piece,Number Of Pieces,Product ID,Mfg And Mfg ID,Item Name,Caliber,Angles,Position Name,Module Type,Module Address,Slat Address,Pin Number,Notes 1,00:02.76,00:05.00,1,1,1,G2SH1003,,Green Chrysanthemum,"2""",|,Pos-01,merlin_32ch,1,,1, 2,00:02.86,00:05.10,1,1,1,G2SH1003,,Green Chrysanthemum,"2""",|,Pos-02,merlin_32ch,2,,1, 3,00:02.96,00:05.20,1,1,1,G2SH1003,,Green Chrysanthemum,"2""",|,Pos-03,merlin_32ch,3,,1, 4,00:03.06,00:05.30,1,1,1,G2SH1003,,Green Chrysanthemum,"2""",|,Pos-04,merlin_32ch,4,,1, 5,00:03.16,00:05.40,1,1,1,G2SH1003,,Green Chrysanthemum,"2""",|,Pos-05,merlin_32ch,5,,1, 6,00:03.26,00:05.50,1,1,1,G2SH1003,,Green Chrysanthemum,"2""",|,Pos-06,merlin_32ch,6,,1, 7,00:03.36,00:05.60,1,1,1,G2SH1003,,Green Chrysanthemum,"2""",|,Pos-07,merlin_32ch,7,,1, 8,00:03.46,00:05.70,2,1,2,G2SH1003,,(2) Green Chrysanthemum ...,"2""",||,Pos-08,merlin_32ch,8,,1, 9,00:03.56,00:05.80,2,1,2,G2SH1003,,(2) Green Chrysanthemum ...,"2""",||,Pos-09,merlin_32ch,9,,1, Figure 1 – Example Merlin script   Table 4 – Example files Download link Explanation test_merlin.fin Example show file test_merlin.csv Example exported file (CSV)

PyroSure

To create and export a script for the PyroSure firing system, please follow these steps: Address the show ("Addressing > Address show..."). Export the firing system script ("File > Export > Export firing script(s)..."). Import the script into your PyroSure controller. To export a DMX or DMX + pyro script, please see Flame systems basic instructions and Exporting a firing system script for flame systems for further instructions. The PyroSure script file is a text file with a "WYH" extension.  While it is possible to open this file in a text editor, the file is not meant for humans to read or write.  It contains only the data that the controller requires for shooting the show.  For pyro, most PyroSure users will not need to concern themselves with the file format described in this section. DMX setup and configuration are complicated, so you may want to examine the script visually to ensure it represents what you expect. The file format described in this section provides the necessary details. Figure 1 – PyroSure firing system Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .WYH ASCII Comma LF While still a text file and somewhat human readable, the PyroSure script format includes multiple sections in different formats.  It is not a simple header row, followed by a sequence of firing events.  The format of the sections is described below.  Beginning with an overview of notable characteristics of the system, the special characteristics of the script are shown here:   Table 2 – Special characteristics Special characteristics Description What do firing rows represent Each firing row (called "event record" in the specifications below) in the script represents a unique firing event: a module/slat/pin/event-time combination, or a unique DMX event.  For example, a chain of five shells will be one row, not five.  A pair of shells shot together from the same pin will be one row, not two, even if the shells are different effects.  The event record represents all of the effects triggered by a single electrical pulse on a pyro pin or single DMX module/channel event. Whilst multiple effects at the same module/slat/pin/event-time may be consolidated into the same event record, the event records themselves are sorted by their effect time (i.e., their event time plus the prefire time of the earliest effect of all effects consolidated into the event record). For example, if 3" and 5" effects were ignited by the same pin, both effects would would be consolidated into the same event record, and the event record would have the effect time of the 3" effect, which breaks earlier than the 5" effect. For consistency, the event record would also have the prefire time of the 3" effect, creating the proper time relationship between the event time and effect time of the event record. Event records are sorted by their effect time, so it is possible in this representation for an ordered sequence of event records to represent a non-ordered sequence of event times. As an example, consider an ignition of a 5" shell, quickly followed by an ignition of a 3" shell. The 5" shell ignition is thus earlier than the 3" shell ignition by a small amount, and if we assume the 5" prefire is somewhat longer than the 3" prefire then the 3" shell will break before the 5" shell. The effect time of the 3" shell's event record is thus earlier than the 5" shell, and the 3" shell will be sorted first in the event records array, even though its event time (ignition time) is later than the 5" shell's event time. Time resolution The PyroSure system supports hundredths of a second resolution. Module numbering PyroSure requires that module numbers for the show start with 1 and advance sequentially, with no gaps in the sequence.  If you use the "Addressing > Address show..." function and you don't set the Start Module of any positions, then Finale 3D will automatically generate a consecutive sequence of module number addresses for your show, as required by PyroSure.  If you do set the Start Module of various positions, as you need to for DMX shows, then Finale 3D will add dummy "Gap filling module" events at the end of the show to the "old data" firing rows and "new pyro data" section section to create any missing module references in the sequence. Special ASCII characters The file is ASCII characters, with fields separated by comma. All printable ASCII characters are permitted in the fields except comma, which is filtered out by Finale 3D's exporter. The double quote and backslash characters are permitted in strings in the script, and are not escaped.  In the format specifications described below, "string" means a sequence of ASCII character as is, not surrounded by double quotes. Backward compatibility with the "old" format The "old" format for PyroSure scripts is still usable in newer systems. So, for backward compatibility, Finale 3D will export the "old" format for PyroSure scripts if the show does not contain any DMX events. If the show does contain DMX events, then the "new" format is exported because it is the only format capable of representing the DMX events. Tracks (semi-automatic firing) PyroSure supports semi-automatic firing with individually triggerable tracks.  The script exported from Finale 3D will be semi-automatic if it uses the module types designated as "Semi-Auto" in the module type name.  The segments of the show (called "Segments" in PyroSure) are designated by the "Track" field of script rows in Finale 3D. Tracks may be integers 0-999 or letters followed by integers in that range (example: “1” and “Trk1” are both okay).  If the show is "Semi-Auto" please ensure that all events have an assigned Track. In the Finale 3D script, please arrange the track segments in order, with no interwoven or overlapping events.  Separate tracks in DMX scripts therefore need separate safety channels. Effect times for Semi-automatic shows In PyroSure scripts for semi-auto shows, the effect time of events in a track are relative to the earliest effect time in the track, taking into consideration both pyro and DMX events globally -- except for the first track, for which the effect time is relative to the earliest event time in the track, taking into consideration both pyro and DMX events globally.  Thus if a show were to contain only pyro events or only DMX events, then all its tracks after the first would begin with an effect time of zero, but its first track would begin with an effect time equal to the prefire time of its first effect.  This pattern is harder to see in shows containing pyro and DMX events together because the track's pyro and DMX events are listed separately in the script, but the times they are relative to take both groups of events into account, globally, in order for the pyro and DMX tracks to be synchronized when triggered at the same time. Module types PyroSure modules all have 24 pins, distributed through six slats of four pins each. Finale 3D has separate module type options for standard pyromusical and semi-automatic scripts. The module types are: Pyrosure Standard Script Module, PyroSure Semi-Auto Module. Please select the standard module types for all the modules in your show if you are scripting a standard pyromusical; and select the semi-automatic module types if you are scripting a semi-automatic show. The "Track" field in Finale 3D script rows is used to break up semi-automatic show into its tracks (also called "Segments"). The track field is ignored for standard pyromusical scripts. PyroSure modules may or may not have DMX capabilities. The DMX-capable modules are essentially two-in-one modules, supporting pyro ignitions and DMX output, as explained more fully here. Slats Each PyroSure module distributes its ignition pins using 4-pin slats. Thus a full firing system pin address includes a module number (1-99 for the "old" pre-2019 system and 1-255 for the "new" 2019 system), slat letter(A-F), and pin number (1-4). DMX support Each DMX-capable PyroSure module is capable of serving an independent DMX universe, or a DMX universe shared with other modules having the same module address.  The "Module Address" field in the script row indicates the module number for pyro ignition events and corresponding DMX universe for DMX events.   See Table 2 in  Exporting a firing system script for flame systems for details. DMX representation in the script DMX event records contain an event start value (0-255), event end value (0-255), and duration measured in 100ms time units (approximately 25 seconds maximum).  If the duration is non-zero, the controller will output a DMX signal ramping from the start value to the end value over the specified duration.  If the duration is zero, the controller will ignore the DMX end value, and will output the DMX start value, which will persist until the next DMX event for the same channel. In scripts exported by Finale 3D, simple DMX effects with duration (see below) are represented as pairs of rows, an ON row at the beginning of the effect and an OFF row at the end. DMX resting state The PyroSure system does not require the at-rest DMX channel values to be zero, which is beneficial for stateful DMX devices like flame units with rotating nozzles, for which it is inefficient to return the nozzle to a resting angle in between two shots at the same angle, if that same angle is different from the resting angle. DMX "Reset" events In the DMX section of the PyroSure script at the beginning of each track, the first cue must contain an initial DMX event record for every module/channel referenced anywhere in the show (any segment, any cue). If the designed show does not include an explicit DMX event in the first cue of a track for a module/channel that is referenced elsewhere, then an imputed "Reset" event in the first cue is required for the purpose of setting the initial value to zero. Finale 3D's exporter automatically adds these "Reset" events. When you export a firing script for PyroSure, Finale 3D presents an "Export Options" dialog with the option to export a Standard Script or Semi-Automatic Script, as shown in Table 3.   Table 3 – Export options Option name Description Script Type Choose one Standard Script or Semi-Automatic Script.   The PyroSure script format is comprised of four sections.   The "old" script format contains only the first two sections.  The "new" script format contains all four.  There are also some differences in the header between the old and new format. Header Old data New pyro data New dmx data The header section consists of the nine lines defined in Table 4.  The header refers to "Pyro Cue Records," "Pyro Event Records," "DMX Cue Records," and "DMX Event Records" that follow in the data sections later in the file.  The "cue records" are records identifying unique effect times with which events are associated. Cue records relate to separate sequences of pyro events and DMX events, not intermixed.  The "event records" are records identifying a pyro pin ignition or DMX event that occurs at the time of a cue record minus a prefire time. Table 4 – Header section specification Line Description 1 Four fields: project name (string), designer name (string), number of modules referenced by the "old data" firing rows (int), number of Pyro Event Records (int) 2 Variable number of fields (1 + 2 * N fields, for N = number of tracks): number of tracks (int), track #1 music filename (string), track #1 button number (int), track #2 music filename (string), track #2 button number (int), ... 3 Duration of show in the format, MM:SS.DD 4 Number of Pyro Cue Records (int) 5 If "old" format, this line is blank; if "new" format, this line contains five fields: number of tracks (int), number of Pyro Cue Records (int), number of Pyro Event Records (int), number of modules referenced by pyro or DMX event records (int), duration of show in hundredths of a second (int) 6 If "old" format, this line is blank; if "new" format, this line contains five fields: number of tracks (int), number of DMX Cue Records (int), number of DMX Event Records (int), number of used unique DMX module/channel addresses (int), duration of show in hundredths of a second (int) 7 Blank 8 Blank 9 Blank   The "old data" section follows the header.  This section is present in both the "old" and "new" formats.  The old data consists of a list of firing rows representing unique module/slat/pin/event-time combinations, sorted by effect time.  The firing rows are defined in Table 5. Table 5 – Specification of "old data" firing rows Field Description Cue Unique effect time count, beginning with 1 and advancing with each new effect time (int) Track Track button number, a number from 1-1000 identifying a segment in a semi-auto shows; or 0 for standard pyromusical shows (int) Effect time Effect time in the format, MM:SS.DD. (Please see comment about effect times in semi-auto shows in Table 2, above.) Prefire time Prefire time, represented as a floating point number with one or two digits to the right of the "dot" radix point (float) Module Module number, 1-99 (int) Slat Slat letter, A-F (upper case character) Pin Pin number, 1-4 (int) Effect description Description of the effect (string) Effect size Caliber of the effect, such as 3" or 75mm (string) Angle Angle of the effect in degrees, with up = 0 and right = 90 and left = -90 (int) Position name Position name (string) Note Anything (string)   The third and fourth section of the PyroSure script contain the pyro data and DMX data separately.  The sections have the same basic structure, though there are some differences in the event records.  Table 6 shows the pyro data, which is the third section.   Table 6 – Specification of "new pryo data" section Subsection Description Delimiter (One line) ********F******** Segment records array (N records as separate lines, for N = number of tracks as specified in line 2 of the header) Each record consists of the index into the Pyro Cue Records array of the first cue record of the track (int), followed by the music filename for the track (string), followed by a blank field.  If the show  is not a semi-automatic show, then it contains one default segment (written as, "0,,"). Pyro Cue Records array (N records as separate lines, for N = number of Pyro Cue Records as specified in line 5 of the header, and also line 4 of the header) Each record consists of the effect time of the cue in hundredths of a second (int), followed by the index into the Pyro Event Records array of the first event record associated with the cue, i.e., whose event time equals the cue record's effect time minus prefire time (int), followed by a blank field. Pyro Event Records array (N records as separate lines, for N = number of Pyro Event Records as specified in line 5 of the header, and also line 1 of the header) Each record consists of five fields: the quantity (module number - 1 ) * 24 + (slat letter - 'A') * 4 + pin number - 1 (int), prefire time in hundredths of a second (int), position name (string), angle in degrees, with up = 0 and right = 90 and left = -90 (int), effect description (string).   The DMX data section is analogous to the pyro data section, with main differences in the event records.  The DMX Event Records array includes "reset" events at the beginning of each track, as specified in Table 2.   Table 7 – Specification of "new DMX data" section Subsection Description Delimiter (One line) ********D******** Segment records array (N records as separate lines, for N = number of tracks as specified in line 2 of the header) Each record consists of the index into the DMX Cue Records array of the first cue record of the track (int), followed by the music filename for the track (string), followed by a blank field.  If the show  is not a semi-automatic show, then it contains one default segment (written as, "0,,"). DMX Cue Records array (N records as separate lines, for N = number of DMX Cue Records as specified in line 6 of the header) Each record consists of the effect time of the cue in hundredths of a second (int), followed by the index into the DMX Event Records array of the first event record associated with the cue, i.e., whose event time equals the cue record's DMX effect time (int), followed by a blank field. DMX Event Records array (N records as separate lines, for N = number of DMX Event Records as specified in line 6 of the header) Each record consists of five fields: the quantity ( module number - 1 ) (int), the quantity (duration in 100ms time units * 0x1000000 + DMX event end value * 0x10000 + DMX event start value or DMX event only value if the event has zero duration * 0x100 + DMX event channel) (int), position name (string), angle in degrees, with up = 0 and right = 90 and left = -90 (int), effect description (string).   An example script containing six (6) shells, three (3) DMX safety channel events, and sixty-three (63) DMX flame shots across nine MAGICFX Flamaniac flame units. Please see Exporting a firing system script for flame systems for a full description of this example. magicfx_pyrosure_standard_v5,PYROSURE,1,6 1,,Finale 02:00.00 4 1,4,6,1,12000 1,44,177,46,12000 1,0,00:03.58,2.24,1,A,1,White Chrysanthemum,2",0,Pyro-01, 2,0,00:04.08,2.24,1,A,2,Red Chrysanthemum,2",-30,Pyro-01, 2,0,00:04.08,2.24,1,A,3,Blue Chrysanthemum,2",30,Pyro-01, 3,0,00:10.71,2.24,1,A,4,White Chrysanthemum,2",0,Pyro-01, 4,0,00:11.21,2.24,1,B,1,Red Chrysanthemum,2",-30,Pyro-01, 4,0,00:11.21,2.24,1,B,2,Blue Chrysanthemum,2",30,Pyro-01, ********F******** 0,, 358,0, 408,1, 1071,3, 1121,4, 0,224,Pyro-01,0,White Chrysanthemum 1,224,Pyro-01,-30,Red Chrysanthemum 2,224,Pyro-01,30,Blue Chrysanthemum 3,224,Pyro-01,0,White Chrysanthemum 4,224,Pyro-01,-30,Red Chrysanthemum 5,224,Pyro-01,30,Blue Chrysanthemum ********D******** 0,, 490,0, 500,46, 510,47, 520,48, 530,49, 540,50, 550,51, 560,53, 570,55, 580,57, 590,59, 600,60, 610,61, 620,62, 630,63, 640,64, 667,65, 676,66, 696,75, 716,84, 726,93, 736,102, 746,111, 756,120, 766,129, 786,138, 806,147, 867,156, 883,157, 893,158, 903,159, 913,160, 923,161, 933,162, 943,163, 953,165, 963,167, 973,169, 983,171, 993,172, 1003,173, 1013,174, 1023,175, 1033,176, 0,13,,,Reset 0,23,,,Reset 0,33,,,Reset 0,43,,,Reset 0,53,,,Reset 0,63,,,Reset 0,73,,,Reset 0,83,,,Reset 0,93,,,Reset 0,11,,,Reset 0,21,,,Reset 0,31,,,Reset 0,41,,,Reset 0,51,,,Reset 0,61,,,Reset 0,71,,,Reset 0,81,,,Reset 0,91,,,Reset 0,12,,,Reset 0,22,,,Reset 0,32,,,Reset 0,42,,,Reset 0,52,,,Reset 0,62,,,Reset 0,72,,,Reset 0,82,,,Reset 0,92,,,Reset 0,14,,,Reset 0,24,,,Reset 0,34,,,Reset 0,44,,,Reset 0,54,,,Reset 0,64,,,Reset 0,74,,,Reset 0,84,,,Reset 0,94,,,Reset 0,15,,,Reset 0,25,,,Reset 0,35,,,Reset 0,45,,,Reset 0,55,,,Reset 0,65,,,Reset 0,75,,,Reset 0,85,,,Reset 0,95,,,Reset 0,32769,Safety,0,MAGICFX DMX Safety Channel 0,65293,Flame-01,0,MAGICFX Up Medium DMX Mode1 0,65303,Flame-02,0,MAGICFX Up Medium DMX Mode1 0,65313,Flame-03,0,MAGICFX Up Medium DMX Mode1 0,65323,Flame-04,0,MAGICFX Up Medium DMX Mode1 0,65333,Flame-05,0,MAGICFX Up Medium DMX Mode1 0,13,Flame-01,0,MAGICFX Up Medium DMX Mode1 0,65343,Flame-06,0,MAGICFX Up Medium DMX Mode1 0,23,Flame-02,0,MAGICFX Up Medium DMX Mode1 0,65353,Flame-07,0,MAGICFX Up Medium DMX Mode1 0,33,Flame-03,0,MAGICFX Up Medium DMX Mode1 0,65363,Flame-08,0,MAGICFX Up Medium DMX Mode1 0,43,Flame-04,0,MAGICFX Up Medium DMX Mode1 0,65373,Flame-09,0,MAGICFX Up Medium DMX Mode1 0,53,Flame-05,0,MAGICFX Up Medium DMX Mode1 0,63,Flame-06,0,MAGICFX Up Medium DMX Mode1 0,73,Flame-07,0,MAGICFX Up Medium DMX Mode1 0,83,Flame-08,0,MAGICFX Up Medium DMX Mode1 0,93,Flame-09,0,MAGICFX Up Medium DMX Mode1 0,1,Safety,0,MAGICFX DMX Safety Channel 0,32769,Safety,0,MAGICFX DMX Safety Channel 0,65291,Flame-01,0,MAGICFX L45 Medium DMX Mode1 0,65301,Flame-02,0,MAGICFX L45 Medium DMX Mode1 0,65311,Flame-03,0,MAGICFX L45 Medium DMX Mode1 0,65321,Flame-04,0,MAGICFX L45 Medium DMX Mode1 0,65331,Flame-05,0,MAGICFX L45 Medium DMX Mode1 0,65341,Flame-06,0,MAGICFX L45 Medium DMX Mode1 0,65351,Flame-07,0,MAGICFX L45 Medium DMX Mode1 0,65361,Flame-08,0,MAGICFX L45 Medium DMX Mode1 0,65371,Flame-09,0,MAGICFX L45 Medium DMX Mode1 0,65292,Flame-01,0,MAGICFX L22.5 Medium DMX Mode1 0,65302,Flame-02,0,MAGICFX L22.5 Medium DMX Mode1 0,65312,Flame-03,0,MAGICFX L22.5 Medium DMX Mode1 0,65322,Flame-04,0,MAGICFX L22.5 Medium DMX Mode1 0,65332,Flame-05,0,MAGICFX L22.5 Medium DMX Mode1 0,65342,Flame-06,0,MAGICFX L22.5 Medium DMX Mode1 0,65352,Flame-07,0,MAGICFX L22.5 Medium DMX Mode1 0,65362,Flame-08,0,MAGICFX L22.5 Medium DMX Mode1 0,65372,Flame-09,0,MAGICFX L22.5 Medium DMX Mode1 0,65293,Flame-01,0,MAGICFX Up Medium DMX Mode1 0,65303,Flame-02,0,MAGICFX Up Medium DMX Mode1 0,65313,Flame-03,0,MAGICFX Up Medium DMX Mode1 0,65323,Flame-04,0,MAGICFX Up Medium DMX Mode1 0,65333,Flame-05,0,MAGICFX Up Medium DMX Mode1 0,65343,Flame-06,0,MAGICFX Up Medium DMX Mode1 0,65353,Flame-07,0,MAGICFX Up Medium DMX Mode1 0,65363,Flame-08,0,MAGICFX Up Medium DMX Mode1 0,65373,Flame-09,0,MAGICFX Up Medium DMX Mode1 0,11,Flame-01,0,MAGICFX L45 Medium DMX Mode1 0,21,Flame-02,0,MAGICFX L45 Medium DMX Mode1 0,31,Flame-03,0,MAGICFX L45 Medium DMX Mode1 0,41,Flame-04,0,MAGICFX L45 Medium DMX Mode1 0,51,Flame-05,0,MAGICFX L45 Medium DMX Mode1 0,61,Flame-06,0,MAGICFX L45 Medium DMX Mode1 0,71,Flame-07,0,MAGICFX L45 Medium DMX Mode1 0,81,Flame-08,0,MAGICFX L45 Medium DMX Mode1 0,91,Flame-09,0,MAGICFX L45 Medium DMX Mode1 0,65294,Flame-01,0,MAGICFX R22.5 Medium DMX Mode1 0,65304,Flame-02,0,MAGICFX R22.5 Medium DMX Mode1 0,65314,Flame-03,0,MAGICFX R22.5 Medium DMX Mode1 0,65324,Flame-04,0,MAGICFX R22.5 Medium DMX Mode1 0,65334,Flame-05,0,MAGICFX R22.5 Medium DMX Mode1 0,65344,Flame-06,0,MAGICFX R22.5 Medium DMX Mode1 0,65354,Flame-07,0,MAGICFX R22.5 Medium DMX Mode1 0,65364,Flame-08,0,MAGICFX R22.5 Medium DMX Mode1 0,65374,Flame-09,0,MAGICFX R22.5 Medium DMX Mode1 0,12,Flame-01,0,MAGICFX L22.5 Medium DMX Mode1 0,22,Flame-02,0,MAGICFX L22.5 Medium DMX Mode1 0,32,Flame-03,0,MAGICFX L22.5 Medium DMX Mode1 0,42,Flame-04,0,MAGICFX L22.5 Medium DMX Mode1 0,52,Flame-05,0,MAGICFX L22.5 Medium DMX Mode1 0,62,Flame-06,0,MAGICFX L22.5 Medium DMX Mode1 0,72,Flame-07,0,MAGICFX L22.5 Medium DMX Mode1 0,82,Flame-08,0,MAGICFX L22.5 Medium DMX Mode1 0,92,Flame-09,0,MAGICFX L22.5 Medium DMX Mode1 0,65295,Flame-01,0,MAGICFX R45 Medium DMX Mode1 0,65305,Flame-02,0,MAGICFX R45 Medium DMX Mode1 0,65315,Flame-03,0,MAGICFX R45 Medium DMX Mode1 0,65325,Flame-04,0,MAGICFX R45 Medium DMX Mode1 0,65335,Flame-05,0,MAGICFX R45 Medium DMX Mode1 0,65345,Flame-06,0,MAGICFX R45 Medium DMX Mode1 0,65355,Flame-07,0,MAGICFX R45 Medium DMX Mode1 0,65365,Flame-08,0,MAGICFX R45 Medium DMX Mode1 0,65375,Flame-09,0,MAGICFX R45 Medium DMX Mode1 0,13,Flame-01,0,MAGICFX Up Medium DMX Mode1 0,23,Flame-02,0,MAGICFX Up Medium DMX Mode1 0,33,Flame-03,0,MAGICFX Up Medium DMX Mode1 0,43,Flame-04,0,MAGICFX Up Medium DMX Mode1 0,53,Flame-05,0,MAGICFX Up Medium DMX Mode1 0,63,Flame-06,0,MAGICFX Up Medium DMX Mode1 0,73,Flame-07,0,MAGICFX Up Medium DMX Mode1 0,83,Flame-08,0,MAGICFX Up Medium DMX Mode1 0,93,Flame-09,0,MAGICFX Up Medium DMX Mode1 0,14,Flame-01,0,MAGICFX R22.5 Medium DMX Mode1 0,24,Flame-02,0,MAGICFX R22.5 Medium DMX Mode1 0,34,Flame-03,0,MAGICFX R22.5 Medium DMX Mode1 0,44,Flame-04,0,MAGICFX R22.5 Medium DMX Mode1 0,54,Flame-05,0,MAGICFX R22.5 Medium DMX Mode1 0,64,Flame-06,0,MAGICFX R22.5 Medium DMX Mode1 0,74,Flame-07,0,MAGICFX R22.5 Medium DMX Mode1 0,84,Flame-08,0,MAGICFX R22.5 Medium DMX Mode1 0,94,Flame-09,0,MAGICFX R22.5 Medium DMX Mode1 0,15,Flame-01,0,MAGICFX R45 Medium DMX Mode1 0,25,Flame-02,0,MAGICFX R45 Medium DMX Mode1 0,35,Flame-03,0,MAGICFX R45 Medium DMX Mode1 0,45,Flame-04,0,MAGICFX R45 Medium DMX Mode1 0,55,Flame-05,0,MAGICFX R45 Medium DMX Mode1 0,65,Flame-06,0,MAGICFX R45 Medium DMX Mode1 0,75,Flame-07,0,MAGICFX R45 Medium DMX Mode1 0,85,Flame-08,0,MAGICFX R45 Medium DMX Mode1 0,95,Flame-09,0,MAGICFX R45 Medium DMX Mode1 0,1,Safety,0,MAGICFX DMX Safety Channel 0,32769,Safety,0,MAGICFX DMX Safety Channel 0,65373,Flame-09,0,MAGICFX Up Medium DMX Mode1 0,65363,Flame-08,0,MAGICFX Up Medium DMX Mode1 0,65353,Flame-07,0,MAGICFX Up Medium DMX Mode1 0,65343,Flame-06,0,MAGICFX Up Medium DMX Mode1 0,65333,Flame-05,0,MAGICFX Up Medium DMX Mode1 0,93,Flame-09,0,MAGICFX Up Medium DMX Mode1 0,65323,Flame-04,0,MAGICFX Up Medium DMX Mode1 0,83,Flame-08,0,MAGICFX Up Medium DMX Mode1 0,65313,Flame-03,0,MAGICFX Up Medium DMX Mode1 0,73,Flame-07,0,MAGICFX Up Medium DMX Mode1 0,65303,Flame-02,0,MAGICFX Up Medium DMX Mode1 0,63,Flame-06,0,MAGICFX Up Medium DMX Mode1 0,65293,Flame-01,0,MAGICFX Up Medium DMX Mode1 0,53,Flame-05,0,MAGICFX Up Medium DMX Mode1 0,43,Flame-04,0,MAGICFX Up Medium DMX Mode1 0,33,Flame-03,0,MAGICFX Up Medium DMX Mode1 0,23,Flame-02,0,MAGICFX Up Medium DMX Mode1 0,13,Flame-01,0,MAGICFX Up Medium DMX Mode1 0,1,Safety,0,MAGICFX DMX Safety Channel Figure 2 – Example PyroSure script   Table 8 – Example files Download link Explanation magicfx_pyrosure_standard.fin Example standard show using PyroSure, MAGICFX magicfx_pyrosure_standard.wyh Example standard exported script using PyroSure, MAGICFX magicfx_pyrosure_semi_auto.fin Example semi-auto show using PyroSure, MAGICFX magicfx_pyrosure_semi_auto.wyh Example semi-auto exported script using PyroSure, MAGICFX

fireTEK

To create and export a script for the fireTEK firing system, please follow these steps: Address the show ("Addressing > Address show..."). Export the firing system script ("File > Export > Export firing script(s)...").  Save the exported file as "script.csv" onto your USB (max 32GB, formatted as FAT32). Import the script into your fireTEK controller. To export a DMX or DMX + pyro script, please see Flame systems basic instructions and Exporting a firing system script for flame systems for further instructions. The exported script is a text file with a "CSV" extension.  While it is possible to open this file in a text editor, the file is not meant for humans to read or write.  It contains only the data that the controller requires for shooting the show.  For pyro, most fireTEK users will not need to concern themselves with the file format described in this section. DMX setup and configuration are complicated, so you may want to examine the script visually to ensure it represents what you expect. The file format described in this section provides the necessary details. Figure 1 – fireTEK firing system   Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .CSV ASCII Comma CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time.  Multiple effects can be combined on a single cue.  The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Sort order of rows Rows sorted ascending by module number, then track, then ignition time, then pin number. What rows represent Each row represents a unique firing event, a module/pin/event-time combination.  For example, a chain of five shells will be one row, not five.  A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects.  A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Events at different times are necessarily different rows, even if their addresses are the same.  Simple DMX effects with duration (see below) are represented as pairs of rows, an ON row at the beginning of the effect and an OFF row at the end. File format versions Finale 3D exports four different fireTEK script formats, v1, v2, v3, and v4. The formats are supported by various versions of the fireTEK software that is used to upload the script into the system. You can determine the right version number by asking on fireTEK staff or by examining an example file that works on your system, and counting the number of columns. The versions have 4 columns, 7 columns, and 10 columns, and 12 columns, respectively.  The columns are shown in a header row at the top of the file. Script format v1 (4 columns):  Module,Slat,Pin,Time Script format v2 (7 columns): Module,Slat,Pin,Time,Sequence,DMX Value,Duration Script format v3 (10 columns): Module,Slat,Pin,Time,Sequence,DMX Value,Duration,Size,Position,Name Script format v4 (12 columns): Module,Slat,Pin,Time,Sequence,DMX Value,RampX,Duration,Position,Safety Zone,Effect Name,Sequence Name Time resolution The fireTEK system supports millisecond resolution. File header Script formats V1-V3 begin directly with the CSV header row.  Script format V4 begins with a show name line prior to the CSV header row.  The show name line begins with  ## followed by the show name (special characters ; # @ , . & $ ~ removed, limited to 21 characters). Tracks fireTEK supports semi-automatic firing with independently triggerable tracks.  The script exported from Finale 3D will automatically contain independently triggerable tracks if any event contains a valid “Track“ other than 0.  Tracks may be integers 0-99 or letters followed by integers in that range (example: “1” and “Trk1” are both okay). In the exported script, the “Sequence” field contains the track number. Tracks must be in chronological order in the Finale 3D show, but do not need to start with 0.  With the exception of Track 0, the ignition times in semi-automatic show scripts are relative to the ignition of the first effect in the track (subject to the firing system's 10ms minimum value constraint). The track value 0 is special.  It indicates the main show, for which times are absolute and may be in synch with the music, i.e., NOT relative to the first event in the track.  You can create a script that contains the main show that begins automatically (track 0) and also separately triggerable tracks (track 1-99) that begin when you press the corresponding button.  The triggerable tracks will overlay the main show. Module types fireTEK systems have 64 pin (4 x 16-pin slats), 48 pin (4 x 12-pin slats) and 24 pin (2 x 12-pin slats) modules. The DMX-capable modules are essentially two-in-one modules, supporting pyro ignitions and DMX output, as explained more fully here. Slats Each fireTEK module distributes its ignition pins using 16-pin or 12-pin slats. Thus a full firing system pin address includes a module number (1-99), slat number (1-4 or 1-8), and pin number (1-16). DMX support Each DMX-capable fireTEK module is capable of serving an independent DMX universe, or a DMX universe shared with other modules having the same module address.  The "Module" field in the script row indicates the module number for pyro ignition events and/or corresponding DMX universe for DMX events.  When scripting DMX or hybrid pyro/DMX shows in Finale 3D, please set the "DMX Universe" for the fixtures to the module number of the module that the fixtures are connected to. DMX representation in the script DMX rows are mixed in with pyro rows in the script, sorted by event time.  DMX rows are distinguished by the value in the "Pin" field.   If the value < 100, the row is a pyro ignition row.  If the value is > 100, the row is a DMX event and the value for this field is the DMX channel number + 100, i.e., subtract 100 to get the actual DMX channel number.  DMX rows contain an optional duration field, which is either 0 (ignored) or an integer representing the duration of the event in 100ms time units, up to a maximum of 25 seconds (duration value = 250).  If the duration field is non-zero, the fireTEK system will automatically reset the DMX value to zero at the end of the duration. For many types of DMX devices, the duration field facilitates a more efficient representation of events in the script, using one row instead of two.  Finale 3D uses the duration field to represent script events efficiently when possible, and uses ON/OFF pairs of events when the desired duration is not a multiple of 100ms or when the duration is longer than 25 seconds. With the duration field, many types of DMX events can be represented in a single row in the script, but complex DMX effects like adjustable angle shots of the Explo X2 Wave Flamer may require substantially more rows  (see Explo X2 Wave Flamer). DMX resting state The fireTEK system does not require the at-rest DMX channel values to be zero, which is beneficial for stateful DMX devices like flame units with rotating nozzles, for which it is undesirable to return the nozzle to a resting angle in between two shots at the same angle, if that same angle is different from the resting angle. When you export a firing script for fireTEK, Finale 3D presents an "Export Options" dialog with the choices shown in Table 3.   Table 3 – Export options Option name Description Version Choose version v1 (4 columns), v2 (7 columns), v3 (10 columns), or v4 (12 columns).   After the header, each row in the script has a number of fields separated by the comma character.  The names of these fields and their descriptions are the following: Table 4 – Specifications of script fields for V1, V2, and V3 script formats Field name Description Module The value 1-99 for module number or DMX universe. Slat The value 1-4 for 48 pin modules, and 1-2 for 24 pin modules; the value 1 for DMX events. Pin The value 1-12 for pyro ignitions, or 101-199 to represent DMX channels 1-99 in DMX events. Time The time of ignition in milliseconds Sequence The value 1-99 identifying a track for semi-automatic firing, or 0 for standard pyromusicals. DMX Value The value 0-255 for DMX events, or 0 for pyro ignitions. Duration The value 0 or 1-250. If non-zero, the integer represents the duration of the event in 100ms time units, up to a maximum of 25 seconds (duration value = 250).  The fireTEK system will automatically reset the DMX value to zero at the end of the duration, if the duration value is non-zero. Size An optional text string indicating the size of the effect, e.g., 3". Position An optional text string indicating the position, e.g., Pos-01. Name An optional text string indicating the name of the effect, e.g., Red Peony.   Table 5 – Specifications of script fields for V4 script format Field name Description Module The value 1-99 for module number or DMX universe (for DMX, please set the DMX Universe field of the fixtures to the module number of the module that the fixtures are connected to) Slat The value 1-4 for 48 pin modules, and 1-2 for 24 pin modules; the value 1 for DMX events. Pin The value 1-12 for pyro ignitions, or 101-199 to represent DMX channels 1-99 in DMX events. Time The time of ignition in milliseconds Sequence The value 1-99 identifying a track for semi-automatic firing, or 0 for standard pyromusicals. DMX Value The value 0-255 for DMX events, or 0 for pyro ignitions. RampX The value 0 - 4, indicating the meaning of the Duration field: 0 - Ignored 1 - Instantly change the DMX value to the new value and set to 0 after Duration 2 - Instantly change the DMX value to the new value and set to previous value after Duration 3 - Incrementally change the DMX value to become the new value over the course of the Duration (Ramp time) 4 - Incrementally change the DMX value to become the new value with speed from Duration column (Ramp speed) Duration The duration or ramp speed, depending on RampX. This field is ignored if RampX is 0. If RampX is 1-3 then this field is the duration time in milliseconds. If RampX is 4, then this field is the ramp speed in units per second.  The value will increment from the present value up to the new value at a rate of this many units per second.  For example, if the value begins at 10 and is set to a new value of 15 with a ramp speed of 2, it will take 2.5 seconds for the value to reach 15. Position An integer 0-255 representing the position.  In Finale 3D, this integer is extracted from the position name itself, or is zero if the position name does not contain an integer.  For example, the position name "Pos-07" results in the field value of 7.  NOTE: As of the beta release mid-July 2021, Finale 3D writes zero to this field to accommodate a bug in the fireTEK firmware with non-zero values. Safety Zone An integer 0-255 for disabling sections of the show during the performance.  This number is taken from the Hazard field in the Finale 3D script. Effect Name A text string indicating the name of the effect, e.g., Red Peony. Sequence Name A text string indicating the full name of the sequence corresponding to the sequence number.  As described in Table 2, sequence names are represented by the Track field in Finale 3D.  Valid sequence names are integers, optionally preceded by letters, such as "middle5" (number = 5).   An example script containing six (6) shells, three (3) DMX safety channel events, and sixty-three (63) DMX flame shots across nine MAGICFX Flamaniac flame units. Please see Exporting a firing system script for flame systems for a full description of this example. Module,Slat,Pin,Time,Sequence,DMX Value,Duration 10,1,1,1335,0,0,0 10,1,2,1835,0,0,0 10,1,3,1835,0,0,0 10,1,101,4900,0,128,0 10,1,113,5000,0,255,0 10,1,123,5100,0,255,0 10,1,133,5200,0,255,0 10,1,143,5300,0,255,0 10,1,153,5400,0,255,0 10,1,113,5500,0,0,0 10,1,163,5500,0,255,0 10,1,123,5600,0,0,0 10,1,173,5600,0,255,0 10,1,133,5700,0,0,0 10,1,183,5700,0,255,0 10,1,143,5800,0,0,0 10,1,193,5800,0,255,0 10,1,153,5900,0,0,0 10,1,163,6000,0,0,0 10,1,173,6100,0,0,0 10,1,183,6200,0,0,0 10,1,193,6300,0,0,0 10,1,101,6400,0,0,0 10,1,101,6674,0,128,0 10,1,111,6764,0,255,0 10,1,121,6764,0,255,0 10,1,131,6764,0,255,0 10,1,141,6764,0,255,0 10,1,151,6764,0,255,0 10,1,161,6764,0,255,0 10,1,171,6764,0,255,0 10,1,181,6764,0,255,0 10,1,191,6764,0,255,0 10,1,112,6964,0,255,0 10,1,122,6964,0,255,0 10,1,132,6964,0,255,0 10,1,142,6964,0,255,0 10,1,152,6964,0,255,0 10,1,162,6964,0,255,0 10,1,172,6964,0,255,0 10,1,182,6964,0,255,0 10,1,192,6964,0,255,0 10,1,113,7164,0,255,0 10,1,123,7164,0,255,0 10,1,133,7164,0,255,0 10,1,143,7164,0,255,0 10,1,153,7164,0,255,0 10,1,163,7164,0,255,0 10,1,173,7164,0,255,0 10,1,183,7164,0,255,0 10,1,193,7164,0,255,0 10,1,111,7264,0,0,0 10,1,121,7264,0,0,0 10,1,131,7264,0,0,0 10,1,141,7264,0,0,0 10,1,151,7264,0,0,0 10,1,161,7264,0,0,0 10,1,171,7264,0,0,0 10,1,181,7264,0,0,0 10,1,191,7264,0,0,0 10,1,114,7364,0,255,0 10,1,124,7364,0,255,0 10,1,134,7364,0,255,0 10,1,144,7364,0,255,0 10,1,154,7364,0,255,0 10,1,164,7364,0,255,0 10,1,174,7364,0,255,0 10,1,184,7364,0,255,0 10,1,194,7364,0,255,0 10,1,112,7464,0,0,0 10,1,122,7464,0,0,0 10,1,132,7464,0,0,0 10,1,142,7464,0,0,0 10,1,152,7464,0,0,0 10,1,162,7464,0,0,0 10,1,172,7464,0,0,0 10,1,182,7464,0,0,0 10,1,192,7464,0,0,0 10,1,115,7564,0,255,0 10,1,125,7564,0,255,0 10,1,135,7564,0,255,0 10,1,145,7564,0,255,0 10,1,155,7564,0,255,0 10,1,165,7564,0,255,0 10,1,175,7564,0,255,0 10,1,185,7564,0,255,0 10,1,195,7564,0,255,0 10,1,113,7664,0,0,0 10,1,123,7664,0,0,0 10,1,133,7664,0,0,0 10,1,143,7664,0,0,0 10,1,153,7664,0,0,0 10,1,163,7664,0,0,0 10,1,173,7664,0,0,0 10,1,183,7664,0,0,0 10,1,193,7664,0,0,0 10,1,114,7864,0,0,0 10,1,124,7864,0,0,0 10,1,134,7864,0,0,0 10,1,144,7864,0,0,0 10,1,154,7864,0,0,0 10,1,164,7864,0,0,0 10,1,174,7864,0,0,0 10,1,184,7864,0,0,0 10,1,194,7864,0,0,0 10,1,115,8064,0,0,0 10,1,125,8064,0,0,0 10,1,135,8064,0,0,0 10,1,145,8064,0,0,0 10,1,155,8064,0,0,0 10,1,165,8064,0,0,0 10,1,175,8064,0,0,0 10,1,185,8064,0,0,0 10,1,195,8064,0,0,0 10,1,4,8465,0,0,0 10,1,101,8674,0,0,0 10,1,101,8828,0,128,0 10,1,193,8928,0,255,0 10,1,5,8965,0,0,0 10,1,6,8965,0,0,0 10,1,183,9028,0,255,0 10,1,173,9128,0,255,0 10,1,163,9228,0,255,0 10,1,153,9328,0,255,0 10,1,193,9428,0,0,0 10,1,143,9428,0,255,0 10,1,183,9528,0,0,0 10,1,133,9528,0,255,0 10,1,173,9628,0,0,0 10,1,123,9628,0,255,0 10,1,163,9728,0,0,0 10,1,113,9728,0,255,0 10,1,153,9828,0,0,0 10,1,143,9928,0,0,0 10,1,133,10028,0,0,0 10,1,123,10128,0,0,0 10,1,113,10228,0,0,0 10,1,101,10328,0,0,0 Figure 1 – Example fireTEK script   Table 6 – Example files Download link Explanation magicfx_firetek_standard.fin Example standard show using fireTEK, MAGICFX magicfx_firetek_standard.csv Example standard exported script using fireTEK, MAGICFX magicfx_firetek_semi_auto.fin Example semi-auto show using fireTEK, MAGICFX magicfx_firetek_semi_auto.csv Example semi-auto exported script using fireTEK, MAGICFX g_flame_firetek_standard.fin Show file for G-Flame and pyro example with fireTEK ignition system by DMX g_flame_firetek_standard.csv Exported CSV file for G-Flame and pyro example with fireTEK ignition system by DMX

Pyromac

To create and export a pyro script for the Pyromac firing system in Finale 3D, please follow these steps: Address the show ("Addressing > Address show..."). Export the firing system script ("File > Export > Export firing script(s)..."). Import the script into your Pyromac controller. In June 2022, Pyromac released a V2 script format to support its new DMX Box hardware product.  At the same time, Finale 3D released a software update that adds an Export Options dialog when you export to Pyromac, and the dialog gives you the choice of exporting a V1 script or V2 script.  If you choose V2, the dialog presents some additional options.  This article is based on the V1 format, except for the top of Table 2 which covers specific capabilities of the V2 format. To export a DMX or DMX + pyro script, please see Flame systems basic instructions and Exporting a firing system script for flame systems for further instructions.  Also, the article Example: Explo X2 Wave Flamer with Pyromac firing system provides an end-to-end example of setting up, designing, and exporting a DMX + pyro script for Pyromac. The exported Pyromac script is a text file with a "TXT" extension.  While it is possible to open this file in a text editor, the file is not meant for humans to read or write.  It contains only the data that the controller requires for shooting the show.  For pyro, most Pyromac users will not need to concern themselves with the file format described in this section. DMX setup and configuration are complicated, so you may want to examine the script visually to ensure it represents what you expect. The file format described in this section provides the necessary details. Figure 1 – The Pyromac firing system     Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .TXT ASCII Semicolon CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time.  Multiple effects can be combined on a single cue.  The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description V2 script format The Export Options dialog gives you the choice of exporting in V1 format or V2 format.  The V2 format supports the DMX Box hardware in addition to the existing Pyromac "Master" modules.  As described below, the Pyromac Master modules serve DMX fixtures in a shared DMX Universe of 50 channels.  Each DMX Box serves its own DMX Universe of 512 channels.  When you design a DMX show in Finale 3D for Pyromac Master modules and DMX Boxes together, you will select, in the Export Options dialog, which DMX Universe in Finale 3D corresponds to the shared Pyromac Master module DMX Universe.  All other DMX Universes in Finale 3D will correspond to the DMX Box IDs. DMX Box IDs range from 1-10.  To avoid confusion, it is a good practice to use select DMX Universe = 11 for the Pyromac Master modules, leaving DMX Universes 1-10 for the matching DMX Box IDs. Sort order of rows Rows sorted ascending by effect time, then by module number, then by pin number. What rows represent Each row represents a unique firing event, a module/pin/event-time combination.  For example, a chain of five shells will be one row, not five.  A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects.  A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Events at different ignition times are necessarily different rows, even if their addresses or effect times are the same.  For example, two flame projector shots at different times, triggered by the same module-pin address, will be two rows because they are at different times. Header The file contains a two-line header row with boilerplate text that defines the columns: Pyromac firing system Cue;Time;Delay;Address (Mod,Pins);"Note";Duration Time resolution The Pyromac system supports hundredths of a second resolution. Tracks (semi-automatic firing) The exported script will be semi-auto if any event contains a valid "Track" in Finale 3D; tracks may be integers 1-9999 or letters followed by integers in that range (example: “1” and “Trk1” are both okay).  If you use tracks, please set the tracks to increasing numbers and make sure that every event in the show has a track number. If the track name of an event begins with non-digit text characters, followed by the digits representing track number, the non-digit text characters will replace the row's Note field in the exported script, which otherwise would contain the effect name.   Since the Pyromac controller displays the Note fields of the cues when shooting the show, and since each track comprises one cue in a semi-automatic show, the leading text characters in the Track field provide a way of naming the cues usefully.  Thus naming the tracks "Trk1" and "Trk2" and "Trk3" is not as useful as, for example, "Opening shot 1" and "Entrance 2" and "First song 3". In the exported script, the "Cue" field contains the track number formatted with four digits 0001-9999 (letters stripped out) if set; otherwise it contains the same-time cue count in the same four digit format. Tracks must be in chronological order in the Finale 3D show. In the Finale 3D script, please arrange the tracks with no interwoven or overlapping events.  Separate tracks in DMX scripts therefore need separate safety channels. DMX support Pyromac supports DMX  devices in a single, global DMX universe shared across all modules.  See Table 2 in  Exporting a firing system script for flame systems for details.  As of July 22, 2019 the Pyromac system limits the DMX channel range  to channels 1-50.  Please consult your Pyromac user's manual to confirm the supported channel range if you want to use DMX channels outside of the range 1-50. DMX resting state Pyromac asserts that the resting state for DMX channels is value = 0. All DMX events in the Pyromac script contain a duration.  The Pyromac system sets the DMX channel to the specified value for the duration of the effect, and then automatically sets the channel value back to zero. Overlapping DMX events Some types of DMX devices like flame systems with rotating nozzles have DMX channels that may need to remain in a resting state with a non-zero value in between events. In the case of the Explo X2 Wave Flamer, the nozzle angle should not return to a rest position after every shot because multiple shots from the same angle in quick succession would require leaving the nozzle where it is, since it cannot rotate instantaneously. So how do Finale 3D and Pyromac support events that do not return the DMX value to zero at the end of the event duration, given that Pyromac automatically resets the DMX value to zero at the end of the event duration? Overlapping DMX events provides an answer. If Pyromac encounters a second event for a DMX channel during the duration period of a first event for the same DMX channel, the second event will overwrite the DMX value and duration immediately to whatever its value and duration should be for the second event. For example, consider three events setting the value of a DMX channel to 128, then 64, then 192, and then (automatically) back to 0: Time = 0 ms, DMX value = 128, duration = 59990 ms (59,99 seconds) Time = 1000 ms, DMX value = 64, duration = 1000 ms Time = 1500 ms, DMX value = 192, duration = 1000 ms If the second event had a duration of 500 ms, the output value would change directly from 64 to 192 at 1500 ms, and then from 192 back to 0 at 2500 ms. If the second event had a duration of 400 ms, the output value would change from 64 to 0 (not 128) at 1400 ms and then to 192 100 ms later, and finally back to 0 at 2500 ms. If the second event had a duration of 600 ms, the output value would change directly from 64 to 192 at 1500 ms when the third row arrives, and back to 0 at 2500 ms. The overlapping DMX mechanics facilitate a strategy for representing events that have long lasting effects -- simply set their duration to "forever"! The long duration, in combination with the ability to interrupt the duration period with a different event, provide a means of representing a persistent state change event that holds its value until another event changes it. Long-lasting DMX events Pyromac DMX events are limited to 59990 ms (59,99 seconds). If a user adds a DMX event like a safety channel with a duration longer than 59,99 seconds, Finale 3D will automatically partition the long-lasting event into a string of multiple shorter events back to back. No event in the exported script will be longer than 59,99 seconds. DMX effects that set a persistent value (i.e., a value that lasts "forever" or until overwritten by another event) face a similar problem, since "forever" is longer than 59,99 seconds. For all long-lasting effects, including "forever" effects, Finale 3D exports strings of multiple events back to back to hold DMX channel values until the end of the show. Module Types Finale 3D supports four Pyromac module types for pyro ignitions, Pyromac 10 Channel, Pyromac 15 Channel, Pyromac 16 Channel, Pyromac 32 Channel, in addition to the module type Pyromac DMX Device, which represents the DMX side of a Pyromac module. DMX representation in the script DMX rows are mixed in with pyro rows in the script, sorted by effect time.  DMX rows are distinguished by the module number field: if module number <= 900, then the module number represents a true module number, for pyro ignitions; if the module number > 900, then the number is actually the DMX channel number + 900 (i.e., the number is not a module number at all!).  DMX rows re-use the pin column to hold the DMX value for the event, from 0-255. DMX rows have  an additional required field -- duration -- after the notes field (the duration field is optional for pyro ignitions, but not optional for DMX). The Pyromac system limits the DMX channel range  to channels 1-50, so the DMX module number field contains numbers in the range 901 to 950. After the header, each row in the script has a number of fields separated by the semicolon character.  The names of these fields and their descriptions are the following: Table 3 – Specifications of script fields Field name Description Cue For standard pyromusicals, the Cue field is the sequential count of unique firing times.  Two events having the same effect time would have the same value in the Cue field.  For  semi-automatic firing, the cue field contains the track number from the "Track "field in the script in Finale 3D. Time The effect time in the format HH,MM,SS.DD. For standard pyromusicals, the effect time is relative to zero; for semi-automatic firing, the effect time is relative to the first ignition time in the track (the event time). The first event in a semi-automatic track thus must have the same value its Time field and its Delay field, since Delay is the time difference between the ignition time and the effect time. Delay The prefire time in the format HH,MM,SS.DD; for DMX rows this value must be 00,00,00.00. Address (Mod,Pins) The value 1-900 for module number, or 901-999 for DMX channel numbers 1-99; comma; then the pin number from 1-32 or the DMX value from 0-255. "Note" The effect name, in double quotes; or the Track name if the track begins with non-digit text characters as described in Table 2. Duration For DMX events, the duration field (required) is the duration of the effect in the format HH,MM,SS.DD.  For pyro ignition events, this field is optional (but if the semicolon is present, the field must be included in the valid time format).   An example script containing six (6) shells, three (3) DMX safety channel events, and sixty-three (63) DMX flame shots across nine MAGICFX Flamaniac flame units. Please see Exporting a firing system script for flame systems for a full description of this example. Pyromac firing system Cue;Time;Delay;Address (Mod,Pins);"Note";Duration 0001;00,00,03.58;00,00,02.24;010,01;"White Chrysanthemum" 0002;00,00,04.08;00,00,02.24;010,02;"Red Chrysanthemum" 0002;00,00,04.08;00,00,02.24;010,03;"Blue Chrysanthemum" 0003;00,00,04.90;00,00,00.00;901,128;"MAGICFX DMX Safety Channel";00,00,01.50 0004;00,00,05.00;00,00,00.00;913,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0005;00,00,05.10;00,00,00.00;923,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0006;00,00,05.20;00,00,00.00;933,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0007;00,00,05.30;00,00,00.00;943,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0008;00,00,05.40;00,00,00.00;953,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0009;00,00,05.50;00,00,00.00;963,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0010;00,00,05.60;00,00,00.00;973,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0011;00,00,05.70;00,00,00.00;983,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0012;00,00,05.80;00,00,00.00;993,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0013;00,00,06.67;00,00,00.00;901,128;"MAGICFX DMX Safety Channel";00,00,02.00 0014;00,00,06.76;00,00,00.00;911,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;921,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;931,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;941,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;951,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;961,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;971,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;981,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;991,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;912,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;922,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;932,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;942,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;952,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;962,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;972,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;982,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;992,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;913,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;923,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;933,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;943,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;953,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;963,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;973,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;983,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;993,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;914,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;924,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;934,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;944,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;954,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;964,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;974,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;984,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;994,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;915,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;925,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;935,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;945,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;955,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;965,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;975,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;985,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;995,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0019;00,00,08.83;00,00,00.00;901,128;"MAGICFX DMX Safety Channel";00,00,01.50 0020;00,00,08.93;00,00,00.00;993,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0021;00,00,09.03;00,00,00.00;983,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0022;00,00,09.13;00,00,00.00;973,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0023;00,00,09.23;00,00,00.00;963,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0024;00,00,09.33;00,00,00.00;953,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0025;00,00,09.43;00,00,00.00;943,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0026;00,00,09.53;00,00,00.00;933,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0027;00,00,09.63;00,00,00.00;923,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0028;00,00,09.73;00,00,00.00;913,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0029;00,00,10.71;00,00,02.24;010,04;"White Chrysanthemum" 0030;00,00,11.21;00,00,02.24;010,05;"Red Chrysanthemum" 0030;00,00,11.21;00,00,02.24;010,06;"Blue Chrysanthemum" end Figure 2 – Example Pyromac script   Table 4 – Example files Download link Explanation magicfx_pyromac_standard.fin Example standard show using Pyromac, MAGICFX magicfx_pyromac_standard.txt Example standard exported script using Pyromac, MAGICFX magicfx_pyromac_semi_auto.fin Example semi-auto show using Pyromac, MAGICFX magicfx_pyromac_semi_auto.txt Example semi-auto exported script using Pyromac, MAGICFX

Explo X2 Wave Flamer

The Explo X2 Wave Flamer unit is a flame projector with a single nozzle that can rotate and fire flame bursts or continuous wave under programmable control.   The unit can be controlled by the Explo ignition system, or by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose. Figure 1 – Explo X2 Wave Flamer   If the flame unit is controlled by the Explo ignition system, the "SHW" script file contains flame triggers in the same format as the pyro ignition triggers, and intermixed with the pyro ignition triggers.  In the SHW file representation (details here), each trigger row represents the flame unit as a module number, and the triggered flame effect as the pin number.  The pin number is a number from 1-66, representing 66 pre-defined flame effect "macros."  Some of the effect macros are simple flame shots at specific angles for specific durations.  Other effect macros are animations that involve multiple shots or continuous flame sweeps across an angle range.  Since the SHW file doesn't contain angle or duration fields that get passed to the controller, the pre-defined effect macros are the only capabilities available when controlled by the Explo ignition system.  Designing a flame show for the Explo ignition system involves adding triggers of flame effect macros at various times and at various positions.  In Finale 3D, that means simply choosing the effect macros you want to insert in the effects palette or effects window, and clicking on their icons to insert them into the show. If the flame unit is controlled by DMX , it has more controllable capabilities.  In addition to the 66 pre-defined flame effect macros, you can trigger flame shots and sweeps at arbitrary angles and for arbitrary durations.   You insert the controllable flame shots in Finale 3D the same way you insert the flame effect macros (by clicking on an effect icon to add it to the show), but after inserting controllable flame effects, you can angle the effects interactively by dragging their trajectories in the 3D view or by doing scripting commands like "Fan" to make interesting patterns of angles.   Finale 3D will incorporate your adjusted angles in the exported DMX script. DMX scripts are more complex than SHW scripts, because they contain multiple DMX channel values for controlling different characteristics of a single effect (angle, on/off, speed, etc.), and they need to issue the channel value events in the DMX signal at the proper times, taking into consideration the preparation time ("drive time") for the nozzle to rotate to the desired angle before a flame shot is triggered.  Finale 3D takes into account all of the DMX constraints when it exports a DMX script for any of the DMX-capable firing systems.  So designing a flame show for DMX simply involves adding triggers of flame effect macros or adjustable flame effects at various times and at various positions, and optionally angling the effects interactively or changing their durations. For further information about the Explo X2 Wave Flamer units, see the Explo website (www.explo.at/en/zundanlagen.html) and the User Manual.   Instructions for non-DMX firing systems (using the Explo ignition system) To design a show for Explo X2 Wave 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.  (B) From the menu item, "Show > Set show information..." set the firing system to Explo.  Selecting this firing system will disable a warning dialog that would otherwise appear when you add Explo X2 Wave Flamer effects to launch positions that are not configured as DMX fixtures.  If you are not using DMX, the launch positions should look like orange disks, not blue diamonds. Add flame effects to the show.  (A) In the effects window, select the Generic Effects collection, and enter the words "explo" in the search box to filter to Explo X2 Wave Flamer effects.  There are about 70, beginning with part number GFX9001. Design the show.  You can select groups of any of the Explo effects and do functions like "Sequence" to make interesting timing patterns; the timing patterns look particularly good with the effect macros.  Since the non-DMX firing systems do not support rotatable angles, you should avoid the scripting functions that affect angles, like "Fan".   Instructions for DMX firing systems To design a show for Explo X2 Wave 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.  (B) Configure each physical unit's "Start Address" in the real world to be exactly the first channel in the DMX channel range (older versions of Finale 3D required subtracting 1 on the DMX Channel Base, but that is no longer correct; the DMX Channel Base should match the Start Address exactly). Add flame effects to the show.  (A) Right-click on DMX Fixture positions to add compatible effects from the context menu or to filter the effects window to compatible effects.  There are about 70, beginning with part number GFX9001.  (B) In addition to the effect macros, there are a few generic flame effects like "EXPWAV [001/0005] Short Flame (DMX only)" beginning with part number GFX9070 and "EXPWAV [001/0021] Move-To (DMX only)".  These are the adjustable angle effects in a few pre-made durations, for use with DMX systems.  If you are using DMX, then you will also need to add an "Explo X2 Wave Flamer DMX Safety Channel" effect (GFX9099) and to adjust its duration to cover the time the Wave Flamer should be eligible to fire. Design the show.  If you insert "Explo [001] DMX X2 Rotatable Flame" effects, you can drag the tops of their trajectories in the 3D view to set their angle, and you can select groups of them and do functions like "Fan" to create interesting patterns.  Of course, you can select groups of any of the Explo effects and do functions like "Sequence" to make interesting timing patterns; the timing patterns look particularly good with the effect macros.   Choosing the DMX channel ranges for fixtures Each Wave Flamer fixture requires six 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 1 – Example channel ranges for Wave Flamer fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-6 2 7 7-12 3 13 13-18 4 19 19-24 5 25 25-30 6 31 31-36 7 37 37-42 8 43 43-48 9 49 49-54 10 55 55-60 ... 85 505 505-510   Technical details for non-DMX firing systems (using the Explo ignition system) The Explo ignition systems use scripts in the SHW format (details here).  Each row in the script represents the flame unit as a module number, and the triggered flame effect as the pin number.  The pin number is a number from 1-66, representing 66 pre-defined flame effect "macros."   The mechanics of exporting an SHW script based on the pre-defined Generic Effects or effects you make yourself make use of the "Custom Part Field" property in the effect definition.  The effects in Finale 3D representing the 66 Explo effect macros (part numbers GFX9001 through GFX9066) contain the corresponding Explo macro number (1-66) in the Custom Part Field of the effect definition (i.e., the part).  When you address the show for the Explo ignition system from Finale 3D ("Addressing > Address show..."), the addressing function uses the normal pin and module number assignment algorithm for those effects at positions with "Module Type" of a pyro module such as "Explo 20K", but does something special if the Module Type is "Explo Flame Unit": it copies the Custom Part Field from the effect definition into the pin number field.  Thus when you export the SHW file for the Explo ignition system, the pin number fields for the pyro shots correspond to actual pyro ignition pins; whereas the pin number fields for the flame shots correspond to the chosen effect macro number.   DMX channels The Explo X2 Wave Flamer unit can be configured with a "Start Address" from 1 to 507.  The flame unit listens to the six DMX channels beginning from the Start Address, i.e., Start Address + 0, Start Address + 1, ..., Start Address + 5.  The six DMX channels are,   Table 2 – DMX channels DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Angle (127.5 + angle * 1.2143) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 2 (DMX Channel Base + 1) Speed (1 = min; 255 = max; 0 also = max) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 3 (DMX Channel Base + 2) Ignition (254-255 = ON) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 4 (DMX Channel Base + 3) Open time (0 or 255 = permanent; 1-254 = N*10ms) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 5 (DMX Channel Base + 4) Program (2 + program number * 255/100) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 6 (DMX Channel Base + 5) Safety channel (0-49 = OFF, 50-200 = ON, 201-255 = OFF) Part number GFX9099, "X2 Wave Flamer [001/0000] DMX Safety Channel"   Speed parameter calculation The "EXPWAV [001/0021] Move-To (DMX only)" effect uses the speed parameter (DMX Channel Base + 1) to set the speed of the rotation sweep.  The DMX Patch of this effect calculates the speed parameter based on the number of degrees moved and the time between the Move-To effect and the previous effect (usually a Move-In-Black effect or another Move-To effect).  The calculation is based on the measurements in Table 3. The DMX Patch limits the exported speed values to the range of values for which the X2 Wave Flamer works reliably: 25..128.  Please see Move-In-Black (MIB) and Move-To for further instructions.   Return-to angle for Explo X2 programs The pre-defined Explo X2 Wave Flamer programs execute sequences of shots at angles, and then return the nozzle to the angle it had just prior to the program execution.  Usually the default angle is straight up, and the programs will return the nozzle to straight up after each execution.  That might not be optimal.  If you are repeating a sequence of programs that all fire at an angle off to the side, it would obviously be inefficient to move the nozzle back to straight up between programs. If you want the programs to "return-to" an angle other than straight up, then add the effect  "EXPWAV [001/0419] With Program Return-To Angle (DMX only)" at the beginning of the show and extend its duration to the full duration of the show.   Then drag the trajectory dots for this effect to the angle that you would like the Explo X2 Wave Flamer to "return-to" after each program execution.  The mechanics of this effects are simple -- it simply sets the nozzle angle without triggering any flame effects or programs.  The programs subsequently executed will return to whatever angle you choose.   Table 3 – Speed measurements Speed Channel Value (DMX Channel Base + 1) Measured Movement Time Moved Degrees 25 3.77 sec 210 degrees 32 3.31 sec 210 degrees 46 2.0 sec 210 degrees 64 1.43 sec 210 degrees 90 1.2 sec 210 degrees 128 1.15 sec 210 degrees 192 1.07 sec 210 degrees 255 1.0 sec 210 degrees   Table 4 – Example files Download link Explanation explo_dmx_example_piroshow.txt Piroshow DMX test script explo_dmx_example_firetek.csv fireTEK DMX test script explo_dmx_example_pyrosure.wyh PyroSure DMX test script explo_dmx_example_pyromac.txt Pyromac DMX test script explo_dmx_example_cobra.csv Pyromac DMX test script explo_dmx_example.fin Show file to generate the DMX test scripts Bedienungsanleitung X2 Wave Flamer ENv1.4.pdf Old hardware documentation X2 Wave Flamer v2.0 ENG.pdf New hardware documentation

Piroshow

To create and export a script for the Piroshow firing system for Master modules or for DMX BOX hardware, please follow these steps: Address the show ("Addressing > Address show..."). Export the firing system script ("File > Export > Export firing script(s)...").  Choose which script version you want to export (e.g., Master or DMX BOX).  Optionally filter the exported script to a specific DMX universe. Import the script into your Piroshow controller. To export a DMX or DMX + pyro script, please see Flame systems basic instructions for further instructions. The exported script file is a text file with a "TXT" extension.  While it is possible to open this file in a text editor, the file is not meant for humans to read or write.  It contains only the data that the controller requires for shooting the show.  For pyro, most Piroshow users will not need to concern themselves with the file format described in this section. DMX setup and configuration are complicated, so you may want to examine the script visually to ensure it represents what you expect. The file format described in this section provides the necessary details. Figure 1 – Piroshow firing system   Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .TXT ASCII Comma CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time.  Multiple effects can be combined on a single cue.  The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Script versions Piroshow Master modules support two script versions, Version1 and Version2.  The Version1 scripts represent DMX channel values as percentage numbers 0-100; Version2 scripts represent DMX channel values as integers 0-255.  Version1 scripts represent time as MM:SS.DDD.  Version2 scripts represent time as HH:MM:SS.DDD if the show duration is one hour or more; otherwise MM:SS.DDD.  The Master script versions Version1 and Version2 do not contain DMX universe numbers in the script rows.  Use the "DMX universe filter" export option in Finale 3D if you want to filter an exported script to a single DMX universe. Piroshow DMX BOX hardware units support two script versions, DMX BOX V1 and DMX BOX V2.  Both DMX BOX script versions represent time as HH:MM:SS.DDD.  The DMX BOX script versions only contain DMX rows (no pyro rows).  The DMX BOX script versions do contain DMX universe numbers in the script rows, though you can still use the "DMX universe filter" export option in Finale 3D if you want to filter an exported script to a single DMX universe. Sort order of rows Rows sorted ascending by effect time, then by module number, then by pin number. What rows represent Each row represents a unique firing event, a module/pin/event-time combination.  For example, a chain of five shells will be one row, not five.  A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects.  A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Events at different times are necessarily different rows, even if their addresses are the same.  For example, two flame projector shots at different times, triggered by the same module-pin address, will be two rows because they are at different times. DMX effects with duration (see below) are represented as pairs of rows, an ON row at the beginning of the effect and an OFF row at the end. Header The file contains a single header row consisting of the pathname of the music, derived from the name of the show.  If your music file has a different name or format, you will need to edit this header field manually in a text editor. Time resolution The Piroshow system supports millisecond resolution. Tracks (semi-automatic firing) The Piroshow system supports step-by-tracks semi-automatic firing. You can divide the show up into separate tracks by setting the Track field in the script, which you can unhide from the blue gear menu. Please set the tracks to increasing numbers and make sure that every event in the show has a track number. Finale 3D will insert a "PAUSE" event in the script 50ms before each change of track. The Piroshow firing system pauses when it reaches a PAUSE event, and waits for the user to press a button to continue. The event times in the script remain relative to zero; not relative to the first event in the track. DMX support Piroshow Master modules support DMX  devices in a single, global DMX universe shared across all modules.  In Finale 3D, please configure DMX positions as DMX fixtures, and assign them DMX universe = 1 (the number doesn't actually matter because it isn't represented in the script); or use the optional "DMX universe filter" in the export options from Finale 3D.  Exported scripts for DMX BOX hardware do contain DMX universe numbers in the row fields. DMX representation in the script DMX rows are mixed in with pyro rows in the script, sorted by event time.  DMX rows are distinguished by the characters, @DMX512 beginning the comment/description field.  Additionally, the module number is replaced by the DMX channel number, and the pin number is replaced by the DMX channel value, scaled down from 0-255 to 0-100 for the Version1 script format (see above).  Since rows do not contain a duration, DMX effects of the ON/OFF variety, like flame system shots, are represented by two rows, an ON row with value 100, and a corresponding OFF row with value 0 later in the script. Minimum time separation for firing pyro pins Firmware versions of Piroshow modules prior to March 30 2020 cannot fire simultaneous pins on the same module or pin sequences on the same module separated by less than 10ms. Finale 3D provides an option to separate such pins on the same module automatically by 10ms at the time of exporting the script.  To turn on this option, create a per-show setting in the Per-settings window called piroshow10MsSeparation with a value of true (capitalization must be exactly correct). After the header, each row in the script has a number of fields separated by the comma character.  The names of these fields and their descriptions are the following: Table 3 – Specifications of script fields, Version1 and Version2 Field name Description Event time The time of ignition in the format HH:MM:SS.DDD, with millisecond resolution, or MM:SS.DDD for Version1 format scripts or for Version2 format scripts for shows of less than one hour duration. Module or DMX channel The value 1-126 for module number, or 1-512 for DMX channel number, or -1 in the case of a PAUSE event. Pin or DMX value The value 1-30 for pin number, or the value 0-100 for DMX channel value. The DMX patches of the standard DMX effects use the range 0-255, so the Piroshow exporter scales the DMX channel values down to the range 0-100 for the exported Piroshow script, or -1 in the case of a PAUSE event.  When the exporter scales the DMX channel values down, it rounds fractional values down (floor), in order to be compatible with the scaling up formula recommended by Explo, which has an upward rounding bias. DMX universe (DMX BOX script versions only) The DMX universe number. Comment and optional DMX designation The comment field contains the effect description. If the row is a DMX row, the comment field begins with the characters: @DMX512.  If the event is a PAUSE event, the comment is simply "PAUSE".  The @DMX512 term also includes an indication of the script version, e.g., @DMX512_V1.   An example script containing six (6) shells, three (3) DMX safety channel events, and sixty-three (63) DMX flame shots across nine MAGICFX Flamaniac flame units. C:UserswharveyDocumentsfinale_3d_website_mediamagicfx_piroshow_standard_v5.wav 00:01.335,10,1,White Chrysanthemum 00:01.835,10,2,Red Chrysanthemum 00:01.835,10,3,Blue Chrysanthemum 00:04.900,1,50,@DMX512 MAGICFX DMX Safety Channel 00:05.000,13,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.100,23,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.200,33,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.300,43,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.400,53,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.500,13,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.500,63,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.600,23,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.600,73,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.700,33,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.700,83,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.800,43,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.800,93,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.900,53,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.000,63,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.100,73,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.200,83,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.300,93,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.400,1,0,@DMX512 MAGICFX DMX Safety Channel 00:06.674,1,50,@DMX512 MAGICFX DMX Safety Channel 00:06.764,11,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,21,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,31,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,41,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,51,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,61,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,71,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,81,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,91,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.964,12,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,22,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,32,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,42,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,52,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,62,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,72,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,82,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,92,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.164,13,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,23,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,33,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,43,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,53,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,63,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,73,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,83,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,93,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.264,11,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,21,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,31,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,41,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,51,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,61,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,71,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,81,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,91,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.364,14,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,24,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,34,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,44,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,54,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,64,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,74,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,84,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,94,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.464,12,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,22,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,32,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,42,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,52,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,62,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,72,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,82,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,92,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.564,15,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,25,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,35,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,45,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,55,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,65,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,75,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,85,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,95,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.664,13,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,23,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,33,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,43,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,53,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,63,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,73,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,83,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,93,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.864,14,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,24,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,34,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,44,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,54,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,64,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,74,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,84,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,94,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:08.064,15,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,25,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,35,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,45,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,55,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,65,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,75,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,85,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,95,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.465,10,4,White Chrysanthemum 00:08.674,1,0,@DMX512 MAGICFX DMX Safety Channel 00:08.828,1,50,@DMX512 MAGICFX DMX Safety Channel 00:08.928,93,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:08.965,10,5,Red Chrysanthemum 00:08.965,10,6,Blue Chrysanthemum 00:09.028,83,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.128,73,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.228,63,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.328,53,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.428,93,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.428,43,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.528,83,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.528,33,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.628,73,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.628,23,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.728,63,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.728,13,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.828,53,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.928,43,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.028,33,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.128,23,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.228,13,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.328,1,0,@DMX512 MAGICFX DMX Safety Channel Figure 1 – Example Piroshow script   Table 4 – Example files Download link Explanation magicfx_piroshow_standard.fin Example standard show using Piroshow, MAGICFX magicfx_piroshow_standard.txt Example standard exported script using Piroshow, MAGICFX magicfx_piroshow_semi_auto.fin Example semi-auto show using Piroshow, MAGICFX magicfx_piroshow_semi_auto.txt Example semi-auto exported script using Piroshow, MAGICFX

Non-DMX firing systems and flame fixtures

Preparing your show for exporting a firing system script for flames depends on both your flame system and your firing system.  Some firing systems and flame systems by the same manufacturer are set up to communicate by a manufacturer-specific protocol.  Other DMX-based flame systems work generically with any firing system that can provide a DMX signal.  The setup process for non-DMX firing systems and DMX firing systems is different.  DMX firing systems are describe in DMX basic instructions.  Non-DMX firing systems are described here.   Setup for non-DMX firing systems Some non-DMX firing systems like RJ Equipamentos use pins to trigger flame units.  Other non-DMX firing systems like Explo and Galaxis treat flame projectors as if they were modules and use the pin numbers to trigger an effect or a specific kind of effect.   For all these non-DMX firing systems, the setup steps are the same.  Please follow these steps:     Figure 1 – For non-DMX firing systems, flame and pyro positions looks the same (yellow disks).   Set the default firing system in the "Show > Set show information..." dialog to your controller type.  Since it is usually an error to place a DMX effect on a non-DMX launch position, Finale 3D presents various warning dialogs like that shown in Figure 2.  These warnings don't apply to you if you are using one of the non-DMX controllers with pyro capability.  Setting the default firing system to your non-DMX firing system disables these warnings (or you can click the "Do not show again" checkbox to disable the warnings individually).   Set up separate "Flame Positions" and "Pyro Positions."  (A) As described in the Flame systems basic instructions, create separate positions in Finale 3D for pyro and for flame.  If in the real world a single position serves pyro and flame, then in Finale 3D split the position into two separate positions, one for flame and one for pyro, as shown in Figure 1. (B) Edit the position properties of the flame positions, and in the "Edit position properties" dialog, select your firing system and select the "flame unit" or "flame device" module or slat type for your firing system from the available options.  (C) Edit the position properties of the pyro positions, and again select your firing system and this time select the appropriate module or slat type that is NOT a "flame unit" or "flame device" module type.   For firing system specific details, please see Table 1. Set the "Start Module" for all positions.  (A) Edit position properties for every position, and in the "Edit position properties" dialog set the "Start Module" field to the module number of the flame unit, for flame positions, and to the module number (or first module number if more than one will be required) for the pyro at the pyro positions. Set the "Section" of positions that share modules.  If you are daisy-chaining multiple flame units at different positions together driven by a single module, then obviously all those positions would share the same module address.  More generally, if any module address is to serve more than one position, then (A) in the "Edit position properties" dialog assign a unique section name to each set of positions that are to share the same module, and (B) remove the "Position" constraint in the constraints paragraph (Paragraph #3) of the "Addressing > Address show" dialog to allow positions in the same section to share modules, and (C) assign a unique section name to each individual position that is not in a sharing section to prevent them from sharing modules.  Sharing modules across positions is common practice for pyro, as described in more detail here.     Figure 2 – Click the "Do not show again" check box and continue -- or better yet, set the default firing system to disable the warnings.   Table 1 – Instructions for Non-DMX firing systems Firing system Instructions Galaxis ignition system and G-Flame units To design a show for the Galaxis firing system with G-Flame units, please set the "Module Type" of the flame positions to the “G-Flame Unit” option; and set the "Module Type" of the pyro positions to be any of the other options. When connected to the Galaxis firing system, G-Flame units operate as a special type of module. Like pyro modules, the G-Flame units have module addresses, but unlike pyro modules, the G-Flame units do not have any physical pins for igniting fireworks. The pin numbers (Galaxis calls them output numbers) for G-Flame units are the sequential flame triggers. Each flame shot is represented by a unique pin number beginning with 1 and increasing sequentially up to 999. Thus the number of used pins is the number of flame shots on the G-Flame unit (additional details here). Explo firing system and Explo flame units To design a show with Explo flame units using Finale 3D, please set the "Module Type" of the flame positions to “Explo Flame Unit”, and set the "Module Type" of the pyro positions to be any of the other options. When connected to the Explo firing system, Explo flame units operate as a special type of module. Like pyro modules, the Explo flame units have module addresses, but unlike pyro modules, the Explo flame units do not have any physical pins for igniting fireworks. The pin numbers of Explo flame units have a special meaning for some types of Explo flame units, and are ignored by others. Explo X2 Wave Flamer units support 66 pre-defined flame programs, or macros, that cause the flame to project at a specific angle or to animate across a sequence of angles. In the exported SHW script file, the pin number in the "Box/Nr" field represents the triggered flame program number for the flame unit. The Generic Effects collection in Finale 3D includes 66 pre-made effects corresponding to the Explo flame programs, GFX9001 to GFX9066. These Explo effects all have realistic simulations and correct parameters representing the flame program numbers that get carried through into the script when you address the show and into the exported SHW file when you export. Thus, to design a show with Explo X2 Wave Flamer units, please use the pre-made Explo effects from Generic Effects to fill the pin numbers correctly in the exported script (technical details here). RJ equipamentos firing system and compatible flame units For the RJ Equipamentos timecode firing system, you need to layout separate positions for the pyro and each special effect unit (also see RJ Equipamentos).  Each special effect unit position represents a special effect device: a CO2 jet, or a flame projector, or a stadium shot gun.  The pyro position will use pyro pins on one or more modules.  Each special effect unit position will use a single special effect pin -- F, C, or S -- on one specific module.  After creating the positions, please select the positions, and right-click on them and do "Edit position properties..." from the right-click context menu.  In the position properties dialog, select the "Firing system" and "Module type", matching the type of position.  Choose "RJ Timecode 16 Pin" or "RJ Timecode 32 Pin" for the pyro positions, and choose "RJ Timecode Flame Unit" or "RJ Timecode CO2 Unit" or "RJ Timecode Stadium Unit" for the special effect positions. Then right-click on each pyro position and assign it a "Start Module" number of the module that is used by that position (or the first module if more than one).  For example, if you have four positions, you might assign the positions' Start Module to 10, 20, 30, 40 in order to give each position a range of 10 modules.  Next, right-click on each special effect unit position, and assign it a unique Start Module number that is 100 + the Start Module of the pyro position that is triggering the special effect if the special effect unit is a flame projector; or 200 + the Start Module if the special effect is a CO2 device; and 300 + the Start Module if the special effect is a stadium shot.  Although the script window will show these module numbers as greater than 100, the exported script will record module numbers modulo 100 (subtracting out the 100s).  In other words, in the exported script, a module number 101, or 201, or 301 will all be recorded as just 1.  Using this technique of adding a 100 or 200 or 300 to the special effect position Start Modules, you are able to separate the pyro address assignments from the special effect units while still defining what module number is actually triggering the special effects (a number less than 100).   Table 2 – Example files Download link Explanation demo_explo_flame.fin Example show using Explo, Explo X2 Flamer demo_explo_flame.shw Example exported script using Explo, Explo X2 Flamer demo_explo_flame.mp4 Movie render of the Explo X2 Flamer example

Flame fixtures basic instructions

With Finale 3D you can script integrated shows that include both flame fixtures and pyro.  Of course, you can also script shows that are exclusively pyro or exclusively flame, but the ability to script integrated shows is one of the great benefits of designing visually.  You'll need a flame fixture like MAGICFX Flamaniac, Explo X2 Wave Flamer, or Galaxis G-Flame.  Please email Finale if you want to confirm your flame fixture is supported.  You'll also need a compatible non-DMX firing system or any of the DMX-capable firing systems such as Piroshow, Pyromac, Pyrosure, Cobra, Mongoose, Fire Control G2, or fireTEK.  That's it.  You'll be able to design the full show in Finale 3D and export the show as one or more scripts for the system or systems you are using for your show.   Figure 1 – Designing a show with flame and pyro (notice the stars falling from the aerial shells).   In Finale 3D, you will use a separate position to represent each flame unit, or DMX fixture.  We call these positions "Flame Positions" or "DMX fixtures" to distinguish them from the "Pyro Positions".  In contrast to pyro positions that merely represent a location, each flame position represents the physical flame unit itself.   It follows from this distinction that you can't have pyro and flame coming from the same "position."  Flame effects can only come from flame positions, which represent the flame units themselves.  It wouldn't make any sense to have a pyro effect coming from a flame unit.   Thus, if you want pyro and flame from the same physical location you need a pair of positions for that location: one pyro position and one flame position, as shown in Figure 2.   Figure 2 – A pyro position represents a location, whereas a flame position represents the flame unit or DMX fixture itself.     Non-DMX firing systems If you are not using DMX to control the flame projectors then you need to set the "Module Or Slat Type" for flame positions explicitly to the flame unit option for your firing system by editing position properties and selecting "Module Or Slat Type."   You also need to set up the addressing related fields as described in Non-DMX firing systems and flames. To add effects for non-DMX flame projectors, filter the effects window by selecting "flame" in the "Type" selector.  Add effects from the effects window that are compatible with the type of flame unit, as indicated by their name.  For example, the effect with part number GFX9800 and description "Galaxis [002] G-Flame (Medium)" in Generic Effects is compatible with G-Flame units.  You may find it helpful to filter the effects window by typing a word or two in the search box, like "explo" or "galaxis".  Ultimately when you export the script, the types of effects used in the flame positions imply what the flame units must be, and you do not need to specify the type of flame units explicitly.   DMX firing systems If you are using DMX, then you need to right-click on the flame positions to configure them as DMX fixtures, as shown in Figure 3.   Figure 3 – Right-click on flame positions to configure them as "DMX fixtures" (if using DMX).   Configuring a position as a DMX fixture requires specifying the type of fixture (Explo X2 Wave Flamer, Galaxis G-Flame, etc.) in addition to the DMX Universe and DMX Channel Base.  You can also edit these fields in the position properties dialog, but the "Configure position as DMX fixture..." dialog presents just the fields relevant to DMX, as shown in Figure 4.   Figure 4 – Each DMX fixture uses a range of channels specified by the DMX Universe and DMX Channel Base.     Each DMX fixture responds to a range of channels specified by the DMX Universe and DMX Channel Base.  If you want each fixture to operate independently you need to give each fixture a unique range of channels.   It is common to configure fixtures as different channel ranges in the same DMX universe, or the same channel ranges in different DMX universes.  The choice may depend on limitations of the firing system, as explained in DMX basic instructions and Supported firing systems and controllers (DMX). In the real world, if multiple fixtures listen to the same channels, the fixtures will behave identically.   To create a scene with multiple fixtures listening to the same channels, configure one position with the "DMX Fixture (Master)" Position Type, and configure the other positions that listen to the same channels with the "DMX Fixture (Slave)" Position Type.   Configure the slaves to have the same DMX Universe and DMX Channel Base as the master.  Add effects only to the master fixture; they will be visualized in the master fixture itself and all of the slaves configured for the same channel range.   Figure 5 – DMX fixture positions are displayed as blue boxes instead of yellow disks.     After configuring the DMX positions as DMX fixtures, they will appear as blue boxes as shown in Figure 5, to distinguish them from the pyro positions.  When you right-click on a DMX fixture position, the context menu will give you options to add a compatible effect, which you can select from a menu.  The compatible effects list is drawn from all loaded effects collections, filtered to effects that contain a valid "DMX Patch" field (which is what defines the meaning of their DMX channels) and that contain within their description the bracketed three digit DMX Fixture ID that matches the DMX Fixture Type of the fixture for which the effect is being added.  An example DMX Fixture ID is the "[004]" shown in the Figure 6 menu on the right.  The DMX Fixture Type is one of the fields of the dialog in Figure 4.   Figure 6 – Right-click DMX fixture positions to add compatible effects.   If you do not see the type of flame projector you need in the DMX Fixture Type options of Figure 4, please contact the Finale staff by email to ask for your flame projector to be added.  At the time of this writing it is possible for users to create their own custom DMX effects with DMX Patches and to use the DMX Fixture Type of "<Any DMX Fixture>" in Figure 4, but it is easier for the Finale staff to add the flame projector as one of the standard options.   Figure 7 – The middle flame has a longer duration than the others, but they are all the same effect (same Part Number).   Some flame systems like the Explo X2 Wave Flamer have rotating nozzles that can be controlled by the script.  For this type of flame system, you can grab and tilt the dotted line representing the effect in the 3D view.  You can also select groups of flames and do functions like “Fan” or "Sequence" to create interesting patterns, just as you do for pyro effects. Other flame systems like MAGICFX Flamaniac Mode 1 have pre-defined angles that you should not try to change by grabbing and tilting the dotted line representing the effect in the 3D view.  If you want an angled flame effect for this type of flame system, then insert the flame effect from the effect palette that already has the angle built into it.  The MAGICFX Flamaniac Mode 2 fixture type supports manually tiltable effects in Finale 3D like the Explo X2 Wave Flamer, but unlike the Explo X2 Wave Flamer the tilt angles correspond to a set of pre-defined nozzle angles rather than a nozzle that actually rotates.  Consequently the angle you tilt the trajectory to will correspond to the nearest pre-defined nozzle angle in the physical hardware, but it may not be exact.   Modifying the standard flame effects The Generic Effects collection contains about 6000 generic effects, including a few dozen pre-made example flame effects for Explo, Galaxis, MAGICFX, and some generic on/off DMX-based flame effects, in addition to few Cremora fireball effects if you want to treat them like one shot flame systems.  Each flame effect includes a number of basic parameters like height and duration, as well as a simulation description in the "VDL" field, and some extra parameters in the DMX Patch field and "Custom Part Field" to produce the correct output in the exported firing script for your specific flame system. Most of the flame effects in Generic Effects have constant durations.  When scripting the show you can simply click on the effect with the duration you want to insert. If you would prefer to edit the flame durations directly in the script, you can use the variable duration flame effects provided in Generic Effects (GFX1005, GFX1006, and GFX1007), or you can create your own, as explained in Flame and special effects with variable duration. All of the flame effects in Generic Effects can be modified and copied to your own My Effects inventory.  If you want to change the duration or height of a simulation, just type a different duration or height into the "Duration" or "Height" field in the effects window.  Bear in mind that changing the simulation doesn't necessarily imply the necessary DMX channel values will be issued to make the flame projector match your simulation.  The DMX channel values generated by the effect are determined by the DMX Patch field, which may or may not take the Duration or Height field values into consideration, depending on the capabilities of the flame projector hardware. If you want to change the angle of the simulation, or create an animated sequence simulation like the 63 pre-defined Explo X2 Wave Flamer programs, then edit the VDL field and type the specifications of the angle or animated sequence (this is hard, and you'd need to be proficient in writing VDL).  You can also create flame effects from scratch from the "Effects > Create effect..." menu item by typing a VDL description like "0.5s 5m Flame Projector" into the input field.

Exporting quantities, and deducting from inventory

Finale 3D provides for basic inventory management as described in Basic inventory management in Finale 3D, which obviously includes deducting a show's product quantities from stock counts. Finale 3D also provides an integration with Finale Inventory, which expands the capabilities of inventory management to include stock reservations, sales orders, packed shows, quotes, and other real world complexities. Documentation on these inventory management options, however, is tailored to the company doing the inventory management. What if you have scripted a show in Finale 3D using a product list from a 3rd party company, and you want to provide that company with the product quantities used in your show so they can be reserved or relieved from that company's stock counts? This section explains how to export the data, and walks through an example of how a 3rd party company might import your data as a stock change using Finale Inventory. You may be in a situation in which you have no idea what inventory management system the 3rd party company is using. Your responsibility may be simply to give that company a list of product quantities from your show in a format that can be processed.  From Finale 3D, do the menu item "File > Print > Report > basic_product_totals_portrait" (portrait vs. landscape doesn't matter in this case) and in the file selection dialog, choose XLS or CSV as the output file format, instead of the default PDF. That will product a report like the one shown in Figure 1.   Figure 1 – Printing the report "basic_product_totals_portrait" and choosing the XLS file format.   The two important columns in this report are the Part Number column, and the Devices (quantity) column. The other columns are useful to keep around as a sanity check, but one can assume, if you are providing quantities for specific products, that your part numbers match the inventory system that they will be applied to.  If you are given the choice, the XLS file format is usually preferable to CSV because importing CSV data into Excel is prone to errors like Excel removing leading zeros from part numbers, if you are not careful.   Example of importing the product quantities into Finale Inventory The mechanics of importing the product quantities as a stock change or sale order in an inventory system will obviously depend on the inventory system, but using Finale Inventory as an example, the process will be something like the sequence of steps described here. The first step will be to open the product quantities file in Excel and reformat the data as required for the inventory system.   Finale Inventory uses the term Product Id to mean the same thing as Part Number in Finale 3D.  Finale Inventory also expects to see a Quantity column, which is often called Devices in Finale 3D to be unambiguous with respect to chain counts.  If you simply want to relieve these product quantities from stock on hand in Finale Inventory, you can do a "Stock Change" operation.  In preparation for this operation, you can manually add two columns to the product quantity file, Product Id and Quantity.  The Product Id column simply refers to the Part Number column values with an Excel formula.  The Quantity column refers to the Devices column, negating the value so the stock change operation will deduct the product quantities from inventory counts.  The modified file prepared for importing into Finale Inventory is shown in Figure 2.   Figure 2 – Adding the two required columns and negating the quantity" and choosing the XLS file format.   The Devices column in the report produced from Finale 3D counts the number of devices, meaning individual shells or other physical units.  Thus chains count as the number of shells in the chain.  If the convention being used for inventory management is that chains count as one item, then you will need to divide the chain quantities by the number of shells in the chain in the XLS file before importing. Having prepared the data, you can select "Import" from the home page in Finale Inventory, and the "Batch stock change" as the operation to be performed.  You select the sublocation to apply the change to, as shown in Figure 3.   Figure 3 – Importing as a batch stock change in Finale Inventory and choosing the XLS file format.   Figure 4 shows the next page in Finale Inventory, after copying and pasting the data from Excel into the input box on the Finale Inventory page.  Notice that only the Product Id and Quantity column are recognized.  The other columns are ignored because their column headers don't match any of the columns relevant to the stock change operation.  If a Product Id in the imported data did not match an existing product definition in Finale Inventory, you would see that in the form of a warning on this page.  If there are no warnings, the operation will be a success.  Click "next" and you are done!   Figure 4 – Columns with matching column headers import." and choosing the XLS file format.