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Reply To: Export DMX Script to Cobra

What you are saying makes sense, however, even when selecting version 6.0.x the headers were not pulling into the Excel file, and I had to create a dummy DMX script in Cobra and add those headings to the exported file from Finale. Once I did this, it worked perfectly.

Reply To: Export DMX Script to Cobra

Hi PyroWalker, what you’re saying makes perfect sense, there’s absolutely nothing wrong with using the tool that you’re comfortable with to check your script.   At the same time, I think there is some confusion that’s very important to clarify. We have worked directly with Cobra to ensure script files generated by Finale 3D precisely meet the script file and feature specifications for each Cobra version. If your Cobra hardware is running version 6.x, and you select 6.x when exporting your script from Finale 3D, I am extremely confident that the script is formatted correctly and will work properly when loaded into your remote. Not only have we tested this one on one with Cobra, but we also have Cobra gear on hand that we use for testing internally. Additionally, two weeks ago at Cobra-Con, 14 teams that participated in Pyro Boot Camp designed shows in Finale 3D and successfully fired them the same day. The 14 shows were exported directly from Finale 3D to USB flash drives and then loaded into Cobra remotes.   It is paramount to us that the scripts exported from Finale 3D result in successful shows. Any time we become aware of a bug or error in exported script files, we fix it immediately. I think the confusion in this case stems from the comment rows that can (optionally) be added to a Cobra script file. Comments in a Cobra script file are represented by any text starting with #. Comments are optional and they are completely ignored by the remote when you load your script. Below is a screenshot of a V6 script exported from Show Creator, and the exact same show exported as V6 from Finale 3D. No question about it, there are more comments in the script file exported from Show Creator vs. Finale 3D. Meanwhile, the parts of the script used by the Cobra remote are functionally the same. In other words, if you load each of these scripts into your remote, you will get the exact same show. However, if you import the script from Finale 3D into Show Creator, you will run into an issue, and I think that’s what happened to you. I’m not certain, but I think that the CSC import process relies on the (optional) comments being present in the file at import to determine the script version. So, even though the script from Finale 3D will work perfectly if you go directly to your remote, it can’t be imported properly into Show Creator. I can totally see how this could be disconcerting and give you a lack of confidence in the integrity of your script. I will discuss this with my colleagues and with Cobra and see what we can do. Meanwhile, please know that any errors you get when importing your script from Finale 3D into Show Creator are not an indication that your script would not have worked if it were loaded directly into your remote.    

Reply To: Introductions – introduce yourself!

Hello everyone!! I am Hetal from India. Just started to learn on effects. Look forward to learn from all experience guys here.

Reply To: Export DMX Script to Cobra

I am very comfortable using Cobra Show Creator and the script setup, so I did this in order to make sure things looked like I wanted them to in the system I am most familiar with. Also, I am really glad I did, because I was on with Cobra help, and there was an error in Finale’s coding for the headings, so even though I selected version 6.0X it didn’t recognize that, and the script wouldn’t have ran properly had I just fired the show that way. Does that make sense?

Reply To: Export DMX Script to Cobra

Hi PyroWalker, I’m sorry for answering your question with a question, but why did you export you script from Finale 3D to Cobra Show Creator?

Export DMX Script to Cobra

I have recently exported my script to Cobra Show Creator and my DMX effects have transferred over as pyro cues not DMX cues. I feel lost as to what to do differently.

Showven Sonic Boom X Smoke Jet Fog Jet 11CH [070]

The Sonic Boom X Smoke Jet fixtures combine fog with RGB LED lights.  The Standard Fixture ID for this fixture in Finale 3D is 070.   Figure 1 – Sonic Boom X Smoke Jet   The fixtures have an 11 channel DMX personality.   Table 1 – DMX personality choices DMX personality (“DMX Channel Mode”) Supported in Finale 3D 11CH YES   Instructions To design a show for Sonic Boom X Smoke Jet fixtures, please follow the steps in DMX basic instructions and Light fixtures basic instructions.  If you don’t already have a compatible firing system or controller capable exporting a DMX script, please refer to Supported firing systems and controllers (DMX) for the list of available hardware options.   Choosing the DMX channel ranges for fixtures Each fixture requires multiple channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn’t overlap with others.  A DMX universe has channels 1-512.  If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient.  Table 2 shows an example for 11-channel fixtures.  Some DMX firing systems and controllers only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 2 – Example channel ranges for 11-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-11 2 12 12-22 3 23 23-33 4 34 34-44 5 45 45-55 … 15 496 496-506   Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team.   Table 3 – DMX channels for 11CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Fog (0-9 = OFF; 10-2555 = ON) Channel 2 (DMX Channel Base + 1) Inner Red Channel 3 (DMX Channel Base + 2) Inner Green Channel 4 (DMX Channel Base + 3) Inner Blue Channel 5 (DMX Channel Base + 4) Outer Red Channel 6 (DMX Channel Base + 5) Outer Green Channel 7 (DMX Channel Base + 6) Outer Blue Channel 8 (DMX Channel Base + 7) LED Random (0-9 = OFF; 10-255 = Random) Channel 9 (DMX Channel Base + 8) LED Color Change Speed Channel 10 (DMX Channel Base + 9) Strobe (0-9 = OFF; 10-255 = Slow To Fast) Channel 11 (DMX Channel Base + 10) Dimmer (0-9 = OFF; 10-255 = Low To High)   Table 4 – Example files and downloads Download link Explanation SONICBOOM X MANUAL.pdf Sonic Boom X Smoke Jet User Manual

Exportacion a Firemaster

Amigos, como puedo exportar toda mi secuencia a un equipo firemaster? con marcadores de musica

Reply To: DMX light simulations

  Western PA Pyro Guy wrote: Is there any way to program a light fade in and out for the dmx lights?   Not in F3D.   Also keep in mind, that most firing systems, if they do not have implemented a fade, might have an issue with the number of “cues” it would generate to create a fade without the firing system having a specific feature for it.

Reply To: DMX light simulations

    Pyro_9950000 wrote: is there anyway to create the DMX show file made in a visualizer program and then export that file on top of the timeline in finale?   No. Visualizer work completely differently. It is a virtual rig, you send DMX data to the the visualizer and renders what you do in real time. It is a replacement for testing on hardware, not a replacement for programming tools such as F3D.