Total found:3030
Thank you so much Drew, I really appreciate it! I tried to use your VDL but for some reason it just shoots everything straight up. If you have time, can you let me know if I need to change a setting somewhere? If not, no big deal as I was able to add the DLY to my VDL to make it work. Thanks again! 🙂
Try this full cake VDL: 3″ 2.70s 5.95 PFT 10 Shot (a) 5.95 DLY {2KLUv/WDrAU0MAGaWRyQQbVgH0LDGfNuMbjSo3Sp78g7a6fRdFIY7LgKs9dQQEQAAwCA5ADwAQACfmnLo+tqHhiJ10mdjCdOzvmPoygfyfOuD/zzX9pFKLO+fRyMHqc/Zluf6YPUIBB3bGqw9v3acVgG0M5V/KMzy3sBvhWoBpC19zgBmSvjI7Qkrs/qU/Ml7AKmEzCkh+G0jELTKXKd0zGDYwhpLY/dY9esyVgGH3fZBQUAQG9oaAB6O2MQFgCYBLxAUX5IA5p2dwxcty9kShGqEpLtZfU2MZNGYztdl/AZzN3LYWhV64kYFkSxxa62FqXSZRtU5pFFdy3Ei+5aoE7eEwRYbAZ91RAUhWjA4cDRNZGjsHpCr77rnrYlx6XMKsETiOovVJwHWUAIqIEDECIxZO5iSH9owXdCGDNzEgEwr7whoAgyO+RMGUJgLFHActIzfH6ChYwFauqmUIsoWw35C7bmk9jNimjdAxethIBt9PxDyy1rpYj8wNSGXARwJZ+xbXDTBY30CscvLr6DI0KEoAQ==} Cake, 1 Row (aaaaaaaaaa/STR) The key piece is adding the 5.95 PFT (prefire time) and the 5.95 DLY (delay before simulation) to the VDL when combining the individual effects into a cake. Ideally, this would happen automatically, but it just isn’t handled gracefully by the cake combiner in this situation. I also made a few tweaks to your custom sim, most notably increasing the angle-spread in the launch node to more closely match the random flight paths of the real-life effect. I also remove the mortar flame, mortar sparks, and replaced the launch sound.
Awesome, thank you.
Hi Friedrich, Unfortunately, there currently isn’t a good way to treat moving effects created using macros (such as wheels and girandolas) as a single unit for reporting purposes. You can chain the components of a moving effect together on the timeline by selecting them and pressing Ctrl+H. This treats them as a single unit for addressing purposes but doesn’t resolve the reporting issue. The way “moving effects” are currently handled is certainly not ideal. This is hopefully something we will be able to improve at some point in the future.
I just added PFX23E171B to the Dominator 1.4G Pro ✔️Finale Verified catalog. At this moment, the catalog contains 426 items, which includes all the Dominator single shots and slice cakes. All of these simulations were created and verified by the Finale team this year using the manufacturer demo videos as a reference. The standard multi-shot cakes still remain to be added to the catalog. We are actively working on those now and hope to get them added fairly soon.
Hello, I am trying to create a simulation for Winda’s Fanta Sea P6041. https://www.youtube.com/watch?v=Qx41kFrsFMY I wasn’t having any luck with a VDL description so I had to customize in effect editor. When I combine to create a cake, the timeline effect yellow line and the duration aren’t accurate. I’ve attached screenshots illustrating the following effects at ignition, middle, and end. P-04 (Left Position) shows the 10 individual effects FLAG (01) (Middle Position) shows the group I created from the individual effects P-09 (Right Position) shows the cake I created. All three simulations appear to be correct but the timeline representations are not accurate on the cake. From what I can tell from the youtube video the prefire time is about 5.95S and the effect duration (total air time) is about the same. When I create a cake the yellow line is showing the effect in the prefire time and virtually no effect representation. I’d stick with using the grouped effect but it’s going to be showing 10 items for every 1 device. Here are the descriptions: Single Effect: {2KLUv/WCbAwUPAEaVRCQgqegBY4SwR22b6n+kFWBH6VdkndbJkP5DFX87NzyHCjAAOBc2ADoAPACNo4c5THIcv+ou/S9jx9rj1MLG82U16fzPb1NVYvldwWq9uTSlzulsK7z0NeN0ncRcZ+jT5EuLay2BS95SXFni6rnKhjSPA2FAv51WEatTmlKAh8rY17vkyrx0JWJQQ/mMWOWEUjnB7fdCqFZmSykBkPks/FfBPkT+XXxgUtPR/T4KCASVqM7AAFlQCcphSAxgqFFop3l+Bw25LGmclpryPVOJGuQezy2x9t4KDNNUINZ0fP734ZOqjwKx9lBnaewaa/TN6SksSax5SztWyzLMNFm3PWIpdi1izk2I8DYNyyHAWBQ4fgFbqOEdUmwmqCBJCpXlMIQICrr1kTBJJIECkZMoKVCxMgYgiOxEQethZbO6HaMLKRoAlINkGxlC68VGajE55MUR3L7DBFTV4YHI5cleAI4UCj7KQXm9twoVMlsbcbxycjfr3OMI1I9yG5RfeiSHvZqoFtj/idi5fewZhSOE+n0PZQQvjhdp/UsYpKpSwQ2OtrchVNddS5z44EToQrAeob0INwKfJug1HUOq06tSLqw3zF9u3ohUP93BL+rXA0IYIIfWPHAVzxtQgDpxaQ==} Cake Effect: 3″ 2.37s 5.95 PFT 10 Shot (a) 10 DUR {2KLUv/WCbAwUPAEaVRCQgqegBY4SwR22b6n+kFWBH6VdkndbJkP5DFX87NzyHCjAAOBc2ADoAPACNo4c5THIcv+ou/S9jx9rj1MLG82U16fzPb1NVYvldwWq9uTSlzulsK7z0NeN0ncRcZ+jT5EuLay2BS95SXFni6rnKhjSPA2FAv51WEatTmlKAh8rY17vkyrx0JWJQQ/mMWOWEUjnB7fdCqFZmSykBkPks/FfBPkT+XXxgUtPR/T4KCASVqM7AAFlQCcphSAxgqFFop3l+Bw25LGmclpryPVOJGuQezy2x9t4KDNNUINZ0fP734ZOqjwKx9lBnaewaa/TN6SksSax5SztWyzLMNFm3PWIpdi1izk2I8DYNyyHAWBQ4fgFbqOEdUmwmqCBJCpXlMIQICrr1kTBJJIECkZMoKVCxMgYgiOxEQethZbO6HaMLKRoAlINkGxlC68VGajE55MUR3L7DBFTV4YHI5cleAI4UCj7KQXm9twoVMlsbcbxycjfr3OMI1I9yG5RfeiSHvZqoFtj/idi5fewZhSOE+n0PZQQvjhdp/UsYpKpSwQ2OtrchVNddS5z44EToQrAeob0INwKfJug1HUOq06tSLqw3zF9u3ohUP93BL+rXA0IYIIfWPHAVzxtQgDpxaQ==} Cake, 1 Row (0a456/5a450/0a258/-5a186/-10a227/5a282/a375/-5a341/10a321/0a/CAK) Hopefully, this all makes sense for what I’m trying to do. Basically, I want an accurate effect for Winda’s Fanta Sea and I don’t know what i’m doing. 😉 P.S. Dominator’s Drone Swarm is comparable but I couldn’t find VDL’s for it either.
Hi everyone, I have a question regarding macros for moving effects in Finale 3D: Is it possible to set the number of used objects in such macros to 1 or even 0? Background: For example, when using fireworks suns that are purchased as complete effects, the later reports show all the individual elements of the sun instead of just the sun itself as one effect. Especially in the Product List during reporting, it would be very helpful if only the sun appeared as a single object, and not all of its sub-effects separately. My attempts so far: I tried entering 0 or -1 in the “quantity” field of the VDL ScriptRow, but unfortunately that didn’t work. Is there any option or setting to achieve this? Thanks a lot in advance! Friedrich Barth
Any one have a VDL for the Dominator Thunder King Instant – PFX23E171B I’m surprised its not available considering how popular it is.
The process of designing a show and assigning firing system addresses for the effects in Finale 3D begins with laying out the launch positions, then dragging and dropping effects in the 3D design view, and then executing a function to assign the firing system module numbers (0-99), port letters (A and B), and output terminals (1-36), which together are called the firing system “addresses.” In Finale 3D, the SBC TX3600P port is called the “slat”. The combination of the module number and port letter together is called the “rail”. For example, the rail address for module 10, port A is written “10-A”. Output terminals in Finale 3D are called “pins.” Users of the SBC TX3600P firing system may be accustomed to thinking of modules and launch positions as the same thing, with a position using multiple ports if the number of terminals on a single module isn’t enough. If you want to specify the modules per position in this manner in Finale 3D, please right-click on the positions and do “Edit position properties” to set the firing system type, module or slat type, and start module number for each position. There are four options for module or slat type: “SBC TX3600P 36ch Ports AB Separate”, and “SBC TX3600P 36ch Ports AB Simultaneous”, and the 24 channel versions of those options. If you select the separate ports option, then the launch position will use port B of the start module number if the number of required output terminals exceeds 36 or 24. To create and export a script for the SBC TX3600P firing system, please follow these steps: Set module type. Choose one module type for the full show in “Show > Set show information…” or choose different module types per-position by right clicking positions and doing “Edit position properties” from the context menu. Address show. Use the menu item “Addressing > Address show…” or any of the other addressing methods (see Addressing basic instructions). If you intend to export the script using the script row modes (T, A, B, C, D, E) then you may need assign module and pin numbers manually by typing the values into the script window, or address the show with “Addressing > Address show…” sorting by “Position Name > Event Time” so the assigned module and pin numbers have the best chance of matching the patterns of the T, A, B, C, D, E row modes. Export script. Export the script file (“File > Export > Export firing scripts…“). Choose whether you want Finale 3D to employ the SBC TX3600P script row modes that represent entire sequences of shots in a single row, as described in Table 3. Figure 1 – SBC TX3600P firing system Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text file .csv ASCII Comma Carriage return + linefeed (0x0D0A) Table 2 – Special characteristics Special characteristics Description Time representation The SBC TX3600P script format has a time resolution of 0.1 seconds. Sort order of rows Rows sorted ascending by event time (ignition time). What rows represent Each row represents a single shot or a sequence of shots depending on the mode. Multiple hosts A show design for multiple types of firing systems or multiple hosts of the same type of firing system uses the “Universe” property of the positions to partition the show, specifying which firing system or firing system host the events in that position belong to. SBC firing system host IDs are integers: 0, 1, 2, 3, etc. If your show contains universes for multiple SBC firing system hosts, those universe names must therefore be integers. The export function will export one script file for each universe. The script filename will have the form XXX_1 or XXX_2 for host 1 or 2. The file will also contain the host number as a header row in the contents of the file. A default host ID of 0 applies if the Universe field is empty or does not contain a valid integer. Header The file contains a single header row with the column names, in the same format as the CSV data rows themselves, in addition to text rows beginning with “#” to specify other information including the host ID. Script row mode Each script row has a mode that defines whether it represents a single shot or a sequence. Finale 3D provides options when exporting the script to use the single shot mode (Mode S) always, or to use whatever modes represent the script most efficiently. The two options are logically the same. Both options represent the show as designed. The option to use all modes is recommended since it has the highest effective time resolution. S: Single shot on one pin of one module T: Sequential or simultaneous shots of a range of pins on one module A: Center to outside pattern of shots across a range of sequential modules, using the same pin on each module B: Outside to center pattern of shots across a range of sequential modules, using the same pin on each module C: Forward sequence of shots across a range of sequential modules, using the same pin on each module D: Reverse sequence of shots across a range of sequential modules, using the same pin on each module E: Simultaneous shots across a range of sequential modules, using the same pin on each module P: Pause at the end of a segment Z: End of show To take advantage of the sequence modes, the sequences in your designs need to use sequential module numbers and the same pin number in each module. If you have a front of positions, for example, with sequences from left to right, center to outside, etc., the module numbers in those positions need to be sequential from one end to the other, and each sequence needs to use the same pin number across the modules. If the modules of a sequence aren’t consecutive or the pins aren’t the same, there is no way to represent the sequence as a single row in the script using one of these modes. So if the exported script doesn’t make use of the sequence modes then before exporting you may need to go back and (1) assign module and pin numbers manually by typing the values into the script window, or (2) use the “Addressing > Address show…” function sorting by “Position > Event time”, or (3) assign start modules to launch positions to specify their order by right-clicking the positions and doing “Edit position properties” before using the “Addressing > Address show…” function. Ports A and B Each TX3600P module has two ports, A and B, which can fire separately or simultaneously. Firing the ports separately provides twice as many pins per module since each port controls its own pins. Firing the ports simultaneously permits you to use Port A and Port B interchangeably without distinguishing between them since they will output the same commands. In Finale 3D, the port is called the “slat”. When Finale 3D assigns firing system addresses to events, it will assign a module number and slat letter to identify the module and slat, written as “10-A” or “10-B” for module 10, port A or B. If you select the module type “SBC TX3600P 24ch Ports AB Simultaneous” or “SBC TX3600P 36ch Ports AB Simultaneous”, the addresses in the script window in Finale 3D will all say port A, as in “10-A”, but when you export a firing system script the port field in the exported script will be “AB” instead of “A” to make the module output the same commands on both ports. When you export a firing script for SBC TX3600P, Finale 3D presents an “Export Options” dialog with the choices shown in Table 3. Table 3 – Export options Option name Description Mode S only Useful for troubleshooting All modes (S, T, A, B, C, D, E) Recommended because it has better timing for fast sequences One segment for entire show Show will contain one segment, even if it has multiple songs or segment markers One segment per song or segment marker Each song file or segment marker will delineate a segment of the show that can be triggered separately (see Segments) Table 4 – Specifications of script fields Field name Description Eid (int) The row number, beginning with one. Segment (int) The segment number, beginning with zero. Event times in the script are relative to the beginning of the segments. (see Segments) EventTime:min (int) The ignition time relative to the beginning of the show or segment, minutes. EventTime:sec (int) The ignition time relative to the beginning of the show or segment, seconds. EventTime:ms (int) The ignition time relative to the beginning of the show or segment, tenths of a second. Mode (character) Either: S, T, A, B, C, D, E, P, or Z. See description in Table 2, above. StartNodeAddr (int) The module number, or lowest module number if the row represents a sequence. EndNodeAddr (int) The module number, or highest module number if the row represents a sequence. PinAddr (int or string) The pin number if the row represents a single shot or a sequence across a range of modules with the same-pin (Mode S, A, B, C, D, or E); or a range of increasing pins “X->Y” for a sequence of shots on the same module (Mode T). Port (string) A or B if ports are separate, or AB if ports are simultaneous. See description in Table 2, above. PyroIntervalTime (int) The time delta in tenths of a second between shots in the sequence, or 0 for single shots or simultaneous shots. IntervalTime (int) The time delta in tenths of a second to the next row; minimum value = 1. DeviceCount (int) The total number of shells represented by the row, taking into account sequences and multiple effects e-matched together on the same pin. EffectName (string, up to 80 characters) The unique effect name or names of the effects represented by the row. Caliber (string, up to 20 characters) Finale 3D writes leaves this field empty. Angles (string, up to 20 characters) Finale 3D writes leaves this field empty. Position (string, up to 80 characters) The position or positions used for the effect or sequence. #SBC script #Exported from Finale3D #Version: 3.0 #Host ID: 0 Eid,Segment,EventTime:min,EventTime:sec,EventTime:ms,Mode,StartNodeAddr,EndNodeAddr,PinAddr,Port,PyroIntervalTime,IntervalTime,DeviceCount,EffectName,Caliber,Angles,Position 1,0,1,2,8,E,1,9,1,A,0,57,9,My 3 Red Chrysanthemum Blue Chrysanthemum,,,P-01 P-02 P-03 P-04 P-05 P-06 P-07 P-08 P-09 2,0,1,8,5,C,1,9,2,A,3,57,9,My 3 Red Chrysanthemum,,,P-01 P-02 P-03 P-04 P-05 P-06 P-07 P-08 P-09 3,0,1,14,2,E,1,3,3,A,0,36,4,Green Chrysanthemum Yellow Chrysanthemum,,,P-01 P-02 P-03 4,0,1,17,8,T,4,4,3->36,A,2,68,34,Aqua Chrysanthemum,,,P-04 5,0,1,24,6,T,4,4,1->6,B,2,12,6,Aqua Chrysanthemum,,,P-04 6,0,1,25,8,Z,0,0,0,0,0,0,,,,, Figure 2 – Example SBC TX3600P script Table 5 – Example files and downloads Download link Explanation test-sbc-tx3600p-ports-ab-mode-s-one-segment.csv Example exported script file, single segment, mode S only test-sbc-tx3600p-ports-ab-all-modes-one-segment.csv Example exported script file, single segment, all modes test-sbc-tx3600p-ports-ab-mode-s-one-segment-per-song.csv Example exported script file, multiple segments, mode S only test-sbc-tx3600p-ports-ab-all-modes-one-segment-per-song.csv Example exported script file, multiple segments, all modes test-sbc-tx3600p-ports-ab-mode-s-one-segment-ports-simultaneous.csv Example exported script file, single segment, mode S only, ports AB simultaneous test-sbc-tx3600p-ports-ab.fin Example show file
To create and export a script for the SBC Spectra Series firing system, please follow these three steps: Design the show. Address the show (“Addressing > Address show”). Export the script (“File > Export > Export firing scripts“). Step 3 creates the script file, which is a CSV file that you can import into the SBC Spectra Series software. Figure 1 – SBC Spectra Series control panel The CSV header row defines the fields, and the terminology is similar to the column headers in Finale 3D. 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. 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. Multiple hosts A show design for multiple types of firing systems or multiple hosts of the same type of firing system uses the “Universe” property of the positions to partition the show, specifying which firing system or firing system host the events in that position belong to. SBC firing system host IDs are integers: 0, 1, 2, 3, etc. If your show contains universes for multiple SBC firing system hosts, those universe names must therefore be integers. The export function will export one script file for each universe. The script filename will have the form XXX_1 or XXX_2 for host 1 or 2. The file will also contain the host number as a header row in the contents of the file. A default host ID of 0 applies if the Universe field is empty or does not contain a valid integer. Header The file contains a single header row with the column names, in the same format as the CSV data rows themselves, in addition to text rows beginning with “#” to specify other information including the host ID. Multi-hit pins Non-pyro effects like flames and relays can be triggered multiple times on the same module-pin address. The standard pyro addressing functions in Finale 3D assign pins sequentially, so it may be easiest to address multi-hit pins in Finale 3D by editing the script table by hand and then locking the edited rows so the show can be re-addressed for pyro without affecting them. Special characters The file uses the Excel CSV convention for escaping special characters. Fields that contain commas or double quotes are enclosed in double quotes, and any interior double quotes are doubled-up. Minimum separation between cues None required; millisecond resolution supported. Module specifications Supports 100 modules (numbered 0-99), each module with 32 pins (numbered 0-31). Segments SBC Spectra Series supports dividing a show into multiple segments corresponding to songs. By default, every song file you add to your show in Finale 3D corresponds to a separate segment, beginning with zero for the first and counting up. See segments for instructions. Table 3 – Export options Option name Description One segment for entire show Show will contain one segment, even if it has multiple songs or segment markers One segment per song or segment marker Each song file or segment marker will delineate a segment of the show that can be triggered separately (see Segments) 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 Field name Description Cue Row number starting from 1. Segment The segment number 0-255; 0 being the default value (defined by songs or segment markers in Finale 3D). EventTime The event time relative to the beginning of the show or segment, in millisecond resolution, in the format HH:MM:SS.FFF. EffectTime The effect time relative to the beginning of the show or segment, in millisecond resolution, in the format HH:MM:SS.FFF. Module The module address 0-99. Pin The pin address, 0-31. DeviceCount Number of devices (integer). EffectName A description of the effect (string, 80 characters max). Caliber The diameter of the effect, including units, e.g., 75mm or 3″ (string, 20 characters max). Angles Angles of the shots, separated by commas; negative = left from audience perspective (string, 20 characters max). Position The position name (string, 80 characters max). An example script is shown below. #SBC script #Exported from Finale3D #Version: 1.0 #Host ID: 0 Cue,Segment,EventTime,EffectTime,Module,Pin,DeviceCount,EffectName,Caliber,Angles,Position 1,0,00:00:02.760,00:00:05.000,0,0,1,Red Chrysanthemum,"2""",0,P-01 2,0,00:00:04.010,00:00:06.250,1,0,1,Red Chrysanthemum,"2""",0,P-02 3,0,00:00:05.260,00:00:07.500,2,0,1,Red Chrysanthemum,"2""",0,P-03 4,0,00:00:06.510,00:00:08.750,3,0,1,Red Chrysanthemum,"2""",-45,P-04 5,0,00:00:06.510,00:00:08.750,4,1,1,Red Chrysanthemum,"2""",0,P-05 6,0,00:00:06.510,00:00:08.750,5,0,1,Red Chrysanthemum,"2""",45,P-06 7,0,00:00:10.260,00:00:12.500,6,0,1,Red Chrysanthemum,"2""",-45,P-07 8,0,00:00:11.510,00:00:13.750,7,0,1,Red Chrysanthemum,"2""",0,P-08 9,0,00:00:12.760,00:00:15.000,8,0,1,Red Chrysanthemum,"2""",45,P-09 10,0,00:00:17.760,00:00:20.000,4,2,3,Red Chrysanthemum,"2""","-45,0,45",P-05 11,0,00:00:27.760,00:00:30.000,4,0,3,"White Chrysanthemum, Red Chrysanthemum, Blue Chrysanthemum","2""","-45,0,45",P-05 12,1,00:00:21.764,00:00:21.764,0,1,1,Red Comet,"2""",0,P-01 13,1,00:00:21.864,00:00:21.864,1,1,1,Red Comet,"2""",0,P-02 14,1,00:00:21.964,00:00:21.964,2,1,1,Red Comet,"2""",0,P-03 15,1,00:00:22.064,00:00:22.064,3,1,1,Red Comet,"2""",0,P-04 16,1,00:00:22.164,00:00:22.164,4,3,1,Red Comet,"2""",0,P-05 17,1,00:00:22.264,00:00:22.264,5,1,1,Red Comet,"2""",0,P-06 18,1,00:00:22.364,00:00:22.364,6,1,1,Red Comet,"2""",0,P-07 19,1,00:00:22.464,00:00:22.464,7,1,1,Red Comet,"2""",0,P-08 20,1,00:00:22.564,00:00:22.564,8,1,1,Red Comet,"2""",0,P-09 Figure 1 – Example SBC Spectra Series script Table 5 – Example files Download link Explanation test-sbc-spectra-series.fin Example show file test-sbc-spectra-series.csv Example exported file (CSV)