Total found:3051
Reply To: Multiple shots on 1 cue

Drew,I have another question for you:  Is there a way to end a module at less than 18?  For example if I have 12 salute chains on module 21 and 18 color chains on module 22, how can I stop finale from adding cues to module 21 to “fill it up”?   Also, I changed the max. ematch per pin to 3, but the addressing is still off.  Not sure why, but even if I manually fix it, addressing with multiple match per cue reverts to exactly how it was when it was set to 1???   Thank you again.   MP

Reply To: custom simulation height

When you are customizing a simulation, you can create what we call a “blob” effect, as opposed to a “vdl” effect.   A VDL effect has VDL text in the VDL column.  For example, “Red to Green Peony”. Or more complicated cake VDL, like “20 Shot Cake (a) Rising Very Long Silver Tip + (b) Glittering Gold Crown, 4 Rows, Row 1 (bbbbb/STR), Row 2 (aaaaa/BLT), Row 3 (aaaaa/BRT), Row 4 (aaaaa/VST)” Either way, it is more or less readable.   A Blob effect shows up as “{SIM1}” in the VDL column of the effects table when the effect is not selected, and it looks like a bunch of random characters in between curly braces if you edit the actual VDL column. It looks something like “{1KLUv/WDpAvUIAKQJu….}”. It is not human-readable.   When you have a VDL effect, the “height” column of the effects table is used to generate the low-level effect definition.  This will determine the height of a comet, fountain, or mine, and it will determine the break height of a shell.   When you have a Blob simulation, the “height” column of the effects table is no longer used to generate the low-level effect definition. When you are customizing a simulation, you are effectively editing the low-level effect definition directly. You can put whatever value you like into the height column, but it will not change the low-level effect definition.   To change the actual height of a custom simulation, look at the ‘launch’ node in the Effect Editor, and adjust the ‘height’ field there.  

Reply To: Multiple shots on 1 cue

Hi Mark,   In the ‘Address Show’ dialog, set the ‘Max. e-matches per pin’ setting to a number higher than 1. For example, if you want to allow 2 e-matches to be on the same pin (i.e. cue), change the number to 2, etc. Once you do this, Finale 3D will automatically put qualifying items on the same pin, up to the max. that you specify.

Multiple shots on 1 cue

I have a show where I need to double up shells assigned to 1 cue (cobra based).  If I manually enter the values for those cues, when I address the show, it breaks them back out and assigns them to a new module which I can’t have.   I’m sure there is a way to do this but I haven’t found it yet.  Can someone please help?   Thanks!   Mark

Reply To: Finale 3D Feature Requests

Addition to PyroDan Posts: And please optionally a output option for the timecode as a running clock in the bottom right corner for example. Especially when we render just parts other have the possibility to know which is the true showtime for this render. KR

Reply To: Time format FPS

Also for me it would be great if the time columns optionally are showing the time format which we have setup at the Show Settings.

Reply To: Finale 3D Feature Requests

For Video Renders – Additive Dissolve (start of video) – Dip to black (end of video) – Add logo to video render   For my process – would save from running thru a 2nd process of video encoding on each render.

Reply To: Time format FPS

Hi Moises Luis Exposito, looping in my colleague Will to provide some background. Will, can you comment?

Reply To: Addressing Multiple Models of Firetek Modules

Hi Pyro_51170000, that’s right, the streamlined feature set in Finale 3D Lite doesn’t include the Position Properties dialog which allows you to individually assign your positions to different firing systems or module types.