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The Explo GX2 Flamer unit is a vertical flame projector that can be controlled by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose. Figure 1 – Explo GX2 Flamer The fixture has two different DMX personality configuration options, 1CH and 2CH. Neither configuration requires an explicit safety channel effect in Finale 3D. The single channel configuration doesn't use a safety channel. The two channel configuration combines the safety with the duration channel that is set automatically by Finale 3D for each effect. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Number of channels 1CH 1 2CH 2 In Finale 3D you will select which DMX personality configuration you want as you configure the position/fixture. At any time you can change the personality configuration with the menu item, "Change DMX fixture and convert effects" from the right-click menu on the fixture. The single channel personality will yield slightly smaller script files, but the two channel personality is safer since it is less susceptible to spurious DMX values triggering the flame. Table 2 – DMX channels for 1CH personality DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) On/Off (0 - 253 = OFF; 254- 255 = ON) Part numbers GFX9106 - GFX9111 representing flame effects with small, medium, large height at durations from 0.1s to 1s. Table 3 – DMX channels for 2CH personality DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (0 - 253 = OFF; 254- 255 = ON) Part numbers GFX9100 - GFX9105 representing flame effects with small, medium, large height at durations from 0.1s to 1s. Channel 2 (DMX Channel Base + 1) Duration And Safety ( 0-10 = Disabled; 11-200 = ON for duration; 201-250 = ON continuously; 251-255 = Disabled) Part numbers GFX9100 - GFX9105 representing flame effects with small, medium, large height at durations from 0.1s to 1s. In the two channel configuration, Finale 3D sets the value for Channel 2 (DMX Channel Base + 1) to 225 (i.e., ON continuously) for the duration of the effect, and returns the value to 0 at the conclusion of the effect. For further information about the GX2 units, see the Explo website (www.explo.at). Instructions To design a show for Explo GX2 Flamer units, please follow these steps: Set up. (A) Follow the flame set up instructions in the Flame systems basic instructions and Exporting a firing system script for flame systems. Depending on your DMX controller, you may choose to give each GX2 its own DMX universe, or give each GX2 a channel range in a shared DMX universe. (B) In the real world configure each physical GX2 unit's "Start Address" to be the start of the channel range you allocate for it. (C) In Finale 3D configure the "DMX Channel Base" of the fixture to match the Start Address exactly. Add flame effects to the show. (A) Right-click on the GX2 positions to add compatible effects from the context menu or to filter the effects window to compatible effects. No safety channel effect is required. Make your own, or modify existing flame effects. The GX2 effects come in a few example durations in Generic Effects, but you can also create your own variations that have arbitrary durations. (A) First copy the original effect by selecting the effect row in the Generic Effects, then right-click copy (or control-C). (B) Then paste into your My Effects or any of your other effects collections. (C) After copying it to your own inventory, you can modify its parameters. Simply edit the duration field to change its duration. The 3D simulation and the DMX Patch will automatically incorporate your change. You can also adjust the height field to change the height of the flame simulation, though doing so has no bearing on the exported DMX script. Choosing the DMX channel ranges for fixtures Each GX2 fixture in the 2CH configuration requires two 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 4 shows an example for GX2 fixtures in the 2CH configuration. Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with. Table 4 – Example channel ranges for GX2 fixtures in 2CH configuration in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-2 2 3 3-4 3 5 5-6 4 7 7-8 5 9 9-10 6 11 11-12 7 13 13-14 8 15 15-16 9 17 17-18 10 19 19-20 ... 256 511 511-512 Table 5 – Example files and downloads Download link Explanation GX2 v2.0 (ENG).pdf Explo GX2 Flamer user manual
The "DMX Patch" field of an effect definition is one line of computer code that translates the parameters of the effect into the DMX channels of the fixture, taking into account the duration of the effect, the angle of the trajectory, and other parameters if applicable. You can unhide the DMX Patch field in the effects window to examine it. Here are a few examples of DMX patches for certain kinds of effects. A red flash of an EasyDancing par light has the DMX patch, [beginEndPatch 0 32 0 1 255 255 2 0 0 3 0 0 5 0 0 6 0 0] A red flash of the light beam of a Tomshine moving head spotlight fixture has the DMX patch, [setupBeginEndPatch 1000 0 :pan540 :pan540 :pan540 1 :rTilt230 :rTilt230 :rTilt230 2 0 0 0 3 0 255 0 5 12 12 12] A "Move-To" animated light beam for the Tomshine moving head spotlight fixture has the DMX patch, [setupBeginEndPatch :effectiveSetupPlus1000Ms 0 :pan540 :pan540 :pan540 1 :rTilt230 :rTilt230 :rTilt230 2 :spdFrmESetupF1 :spdFrmESetupF1 :spdFrmESetupF1 3 255 255 0 5 12 12 12 :defineFunc1 :power 250 1 1.6] These three examples cover a range of simple to complicated DMX patches. The reason the first DMX patch is simple is that par lights don't have very much interaction with the user interface. A par light doesn't animate; it just turns on and off in various colors, and maybe strobes. Thus the user interface for adding a flash of a red par light to a show involves nothing more than inserting the effect and possibly changing its duration on the timeline. The numbers after the term beginEndPatch in the first example are the instructions to set the DMX channels to turn the light on with the color red for the duration of the effect. The second example is more complicated because after inserting a light beam effect for a moving head fixture, the user can drag the dotted line trajectory in the 3D view or use functions like "Fan" to change the angle of the light beam. The DMX patch has to translate the angle of the dotted line that the user specified into the DMX channel values for the moving head fixture, which are typically specified as pan and tilt values. The extra parameters after the setupBeginEndPatch term provide for that translation. The term setupBeginEndPatch also introduces the concept of "setup time". A moving head light fixture doesn't move instantaneously, so if you want to flash a beam at a particular angle at time T, then you need to start moving the head angle of the fixture prior to T so it is pointing the right direction at the time you want it to flash. The setupBeginEndPatch specifies the DMX channel values that apply at the beginning of the setup time, and also at the beginning of the visual effect (the effect time), and also at the end of the visual effect (the effect time plus the effect duration). The concept of setup time also applies to gobos and color wheels, which need to rotate to the desired angles in advance of the effect turning on. The first parameter of the setupBeginEndPatch is the "ideal setup time", which may be a constant number of milliseconds or may refer to a setup time definition like nominal setup time or effective setup time. The "nominal setup time" refers to the event's "Prefire" column in the script. In DMX patches, the nominal setup time is mainly used in the calculation of the effective setup time as the maximum lookback interval for a Move-To event to connect to a preceding event that defines the "from" angle. The "effective setup time" is the shorter of (a) the nominal setup time and (b) the time interval between the effect time of the event and the effect time of the nearest preceding event that whose VDL does not contain the keyword "Modifier". The VDL keyword "Modifier" is used for effects like "With Strobing" that modify other effects but do not have a visual appearance on their own. The "per-channel setup time" is calculated for each channel of the DMX patch independently. For each channel, the per-channel setup time is the shorter of (a) ideal setup time, and (b) the time interval between the effect time of the event and the event's backstop from the nearest preceding event that whose DMX patch specifies a value for the channel. An event's "backstop" from its previous event is the previous event's effect time if the event (not the previous event) has a non-zero nominal setup time; and is the previous event's end time otherwise. The "nominal duration" is the value of the Duration field in the Finale 3D event with which the DMX command is associated. The third example specifies an animated light beam that moves to the angle that the user specifies by angling the dotted line trajectory in the 3D view, animating from the angle specified by the dotted line of the effect preceding it. Based on the amount of time in between the preceding effect and the Move-To effect, and the difference of the dotted line trajectory angles, the fixture's moving head will need to rotate during that time at a particular speed to reach the goal angle at just the right time. The additional parameters in this third DMX patch example define the formulas for calculating the motor speed DMX channel of the fixture. Triggering fixtures' pre-defined macros Some fixtures, like the Explo X2 Wave Flamer, have pre-defined macros, or programmed sequences, that are triggered by initially setting a DMX channel specifying the macro number and then setting the DMX channel to turn the ignition ON to play the macro. To re-trigger the macro to play again, the DMX channel of the ignition must be turned OFF before being turned on again. If pre-defined macros are scripted back to back, there is no time between the end of one event and the beginning of the next event to turn off and on the ignition. For the next event to trigger successfully, the ignition channel must be turned off prior to the end of the earlier event. The setupBeginEndPatch provides a mechanism to guarantee the ignition channel turns off between events, as illustrated by this DMX Patch for one of the pre-defined macros of the Explo X2 Wave Flamer, [setupBeginEndPatch 100 1 0 0 0 2 0 255 0 3 0 0 0 4 :customPartFieldExploX2 :customPartFieldExploX2 :customPartFieldExploX2] The effect with this DMX Patch must also have a non-zero "Prefire" value so that the "backstop" definition relating to the "per-channel setup time" is the beginning of the previous event, not the end of the previous event. The Explo X2 Wave Flamer's ignition DMX channel is channel offset 2. In this example patch, the ignition channel at offset 2 will be set to zero at "per-channel setup time" before to the start of an event (100 ms) even if that time overlaps the duration of the previous event. In contrast with the pre-defined macros for which turning off and on the ignition is vitally important, effects that employ setup time only if it is available after the end of the previous event, like the red flash example above, should have a zero "Prefire" which causes the "backstop" to refer to the end of the previous event, not the beginning. Functions The examples illustrate the beginEndPatch and setupBeginEndPatch functions. There are only four DMX patch functions in total, shown in Table 1. All of these functions have same basic syntax: they are the first term in a list of terms in square brackets. The remaining terms in the list are the parameters to the function. The first example above had a beginEndPatch term followed by 18 parameters. Table 1 – Functions used in DMX Patches Function name Meaning Parameters beginEndPatch Defines the DMX channel values to occur at the beginning of the effect and at the end of the effect. A list of 3 * N parameters, for N channel specifications; the first three parameters specifying the channel offset, begin-value, and end-value of the first channel specification, the next three parameters specifying the channel offset, begin-value, and end-value of the second channel specification, etc. Additional optional parameters may follow if entailed by earlier parameters such as :defineFunc1. setupBeginEndPatch Defines the DMX channel values to occur at the beginning of the setup time, and at the beginning of the effect, and at the end of the effect. A list of 1 + 4 * N parameters, for N channel specifications; the first parameter specifying the ideal setup time in milliseconds, evaluated independently for each DMX channel in the DMX patch; the next four parameters specifying the channel offset, setup-value, begin-value, and end-value of the first channel specification, the next four parameters specifying the channel offset, setup-value, begin-value, and end-value of the second channel specification, etc. Additional optional parameters may follow if entailed by earlier parameters such as :defineFunc1. beginForeverPatch Defines the DMX channel values to occur at the beginning of the effect and to persist forever or until the interrupted by a subsequent effect. A list of 2 * N parameters, for N channel specifications; the first two parameters specifying the channel offset and begin-value of the first channel specification, the next two parameters specifying the channel offset and begin-value of the second channel specification, etc.; no channel changes occur at the end of the event. Additional optional parameters may follow if entailed by earlier parameters such as :defineFunc1. endForeverPatch Defines the DMX channel values to occur at the end of the effect and to persist forever or until the interrupted by a subsequent effect. A list of 2 * N parameters, for N channel specifications; the first two parameters specifying the channel offset and end-value of the first channel specification, the next two parameters specifying the channel offset and end-value of the second channel specification, etc.; no channel changes occur at the beginning of the event. Additional optional parameters may follow if entailed by earlier parameters such as :defineFunc1. Parameters The parameters available for DMX Patches are a mixture of general parameters and specialized parameters that support various calculations. If you are adding effects for a fixture that is not yet supported in Finale 3D, you may run across a need for a new calculation to support your fixture. If so, please email the Finale support team to have it added to the DMX Patch language. The most general parameters are just numbers. Channel offsets are integers beginning with 0. Channel values are integers from 0 to 255. All other parameters, shown in Table 2, are symbols beginning with colons that evaluate to calculated values for channel offsets, channel values, or durations. As a simple example, the parameter :duration10 evaluates to the duration of the effect in 10ms units (hundredths of a second). If the DMX Patch requires a channel to be set to the duration in hundredths of a second, this parameter produces the right number. The parameter :duration500MsTo2500Ms is also a duration parameter but its calculation maps effect durations from 500ms to 2500ms to integers 0 to 255 (clamped at the ends). As you can guess from these two examples, many of the calculated parameters are specialized for the needs of of specific fixtures. If a fixture requires a duration in the range 0-255 for effect durations 500ms to 2500ms, the :duration500MsTo2500Ms parameter is just right. If the requirement were for 1000ms to 2500ms then a different parameter would be required, and if it weren't yet defined then you would need to reach out to Finale to have it added. The DMX Patch has a maximum length of 256 characters. That's barely enough for some of the most complicated effects, so some of the long parameter names in Table 2 have optional shorter synonyms that take fewer characters. The third example above uses :spdFrmESetupF1 in place of :speedFromEffectiveSetupAndFunc1 to save space. Table 2 – Parameters used in DMX Patches Parameter name Evaluates to Meaning :duration10 0-255 channel value Effect duration in hundredths of a second :duration500MsTo2500Ms 0-255 channel value Effect duration from 500ms to 2500ms, mapped to 0 to 255, clamped at the edges :customPartFieldExploX2 0-255 channel value The value ( 2 + X * 255.0 / 100.0 ) rounded to the nearest integer, where X is the Custom Part Field value of the effect, read as an integer; this calculation converts the Explo X2 pre-defined macro numbers to the DMX channel value range 0-255 :speedFromEffectiveSetupAndFunc1 (or :spdFrmESetupF1) 0-255 channel value A speed value in the range 0-255 calculated from (1) the "effective setup time" (as defined earlier) and (2) the angle delta in pan or tilt (whichever delta is greater) between this event and the nearest preceding event whose VDL does not contain the keyword "Modifier", and (3) the function defined by the optional parameter :defineFunc1 (see Table 3) :speedFromEffectiveSetupAndFunc2 (or :spdFrmESetupF2) 0-255 channel value Like :speedFromEffectiveSetupAndFunc1 but using the function defined by :defineFunc2 :defineFunc1 N/A Defines a function to calculate the speed parameter for a fixture based on the effect duration and angle interval; useful for moving head fixtures (see Table 3). "Move-To" effects need to calculate a "motor speed" parameter based on the angle sweep delta and the duration of the sweep. It would be nice if the speed calculation was simple, such as: speed = angle delta / duration. Unfortunately the motor speeds on different fixtures are not linear, and their min/max speeds are different from fixture to fixture. So Finale 3D's DMX Patch in the effect needs to define a function to calculate the speed based on the angle delta and duration. That is what :defineFunc1 does. :defineFunc2 N/A Like :defineFunc1 :effectiveSetupPlus1000Ms Integer for first parameter of setupBeginEndPatch Integer milliseconds suitable for the first parameter of of the setupBeginEndPatch function; "Move-To" effects make channel changes to visible attributes at a time that reaches back by the effective setup time to connect with the preceding effect (such as a "Move-In-Black (MIB)" effect), but if a "Move-To" effect has a gobo, the gobo channels need to be set even in advance of the effective setup time in order to be fully rotated at the time the visible attributes change; the extra 1000ms provides a time point for the DMX Patch to set the gobo channels or color wheel channels. As an example, imagine you begin at time t=10sec with the head aiming straight up, turned OFF. Then from time t = 20s to time t = 22s you want to do an angle sweep from -45 degrees to 45 degrees with the head turned on RED. The event at time t = 20s would be the "Move-In-Black" effect. The event at time t = 22s would be the "Move-To" effect. The "Move-To" effect needs to turn the light ON at t = 20s with the color RED, but if the fixture uses a color wheel, the color wheel takes some time to rotate to the correct color, so the color wheel channel parameter needs to be set in advance of t = 20s so that when the light is turned on at 20sec the color wheel is already at the correct rotation to show the color RED. Thus the "Move-To" effect at time t = 22s needs to reach back 2s + some extra time to set the color wheel rotation. :effectiveSetup10 0-255 channel value The effective setup time in hundredths of a second :effectiveSetup Integer for first parameter of setupBeginEndPatch The effective setup time in milliseconds :nominalSetup Integer for first parameter of setupBeginEndPatch The prefire time of the effect definition in milliseconds (from the Prefire column in the effects window) :p0, :p1, :p2, :p3, ...:p29 0-255 channel value The corresponding parameter value from the DMX Parameters field of the script row, which can hold a single number, as in 128, or an array of numbers enclosed in brackets, as in "[128 0 0 60 255 255 0]", or a map object of the form {[:p0 255] [:p7 255]} containing a subset of parameter values or {[channelValues [128 0 0 60 255 255 0]]}} containing array of numbers. The parameter :p0 refers to the number if the DMX Parameters field holds a single number, or to the first number in the array if the field holds an array of numbers; or the parameter value :p0 from the map if present. If the value for a given parameter:pN is not present, i.e., if the array is shorter than the parameter index or if the map doesn't have a value for the parameter, then the DMX Patch will not write to the channel associated with the parameter. :pan540 0-255 channel value The pan angle of the effect (right hand rotation around Up-axis), mapped from 0-540 degrees to the value 0-255; the calculation is, ("Effect's Pan in Finale 3D converted to 0-360 degrees" * 127.5 / 270 ) rounded to the nearest integer. :rPan540 0-255 channel value Like :pan540 except calculated from the negated Pan angle in Finale 3D, converted to 0-360 degrees. :rTilt230 0-255 channel value Like :tilt230 except calculated from the negated Tilt angle in Finale 3D, converted to -180 to 180 degrees. :rTilt244 0-255 channel value Like :tilt244 except calculated from the negated Tilt angle in Finale 3D, converted to -180 to 180 degrees. :rTilt270 0-255 channel value Like :tilt270 except calculated from the negated Tilt angle in Finale 3D, converted to -180 to 180 degrees. :rTilt180 0-255 channel value Like :tilt180 except calculated from the negated Tilt angle in Finale 3D, converted to -180 to 180 degrees. :rTilt180z5 5-250 channel value Like :rTilt180 except clamped to the range 5 to 250, supporting fixtures for which 0 or 255 values have special meaning. :tilt210 0-255 channel value The tilt angle of the effect, i.e., bending forward/back or left/right (right hand rotation around Pan-rotated Right-axis), mapped from -105 to 105 degrees to the value 0-255; the calculation is, ("Effect's Tilt in Finale 3D converted to -180 to 180 degrees" * 127.5 / 105 + 127.5 ) rounded to the nearest integer. :rTilt210 0-255 channel value Like :tilt210 except calculated from the negated Tilt angle in Finale 3D, converted to -180 to 180 degrees. :tiltL76R255 76-255 channel value The tilt angle of the effect, mapped from -90 to 90 degrees to the value 76-255; the calculation is, ("Effect's Tilt in Finale 3D converted to -180 to 180 degrees" * 89.5 / 90 + 165.5 ) rounded to the nearest integer and clamped to the valid range. :rTiltL76R255 76-255 channel value Like :tiltL76R255except calculated from the negated Tilt angle in Finale 3D, converted to -180 to 180 degrees. :tilt90x200 0-255 channel value The tilt angle of the effect, i.e., bending forward/back or left/right (right hand rotation around Pan-rotated Right-axis), mapped from -45 to 45 degrees to the value 28 to 228; the calculation is, ("Effect's Tilt in Finale 3D converted to -180 to 180 degrees" * 100.0 / 45 + 127.5 ) rounded to the nearest integer and clamped to 28 - 228 :tilt45ToChannelOffset0To4 0-4 channel offset A channel offset 0-4 representing best nearest match fixed angle fixture head, for fixture heads at -45, -22.5, 0, 22.5, 45 matching the tilt angle of the effect :tilt45ToChannelOffset1To5 1-5 channel offset Like :tilt45ToChannelOffset0To4 except offsets beginning at 1 instead of 0 :tilt45ToChannelOffset1To3 1-3 channel offset Like :tilt45ToChannelOffset1To5 except for three fixture heads at -45, 0, and 45 degrees :rTilt45ToChannelOffset0To4 0-4 channel offset Like :tilt45ToChannelOffset0To4 except except calculated from the negated Tilt angle in Finale 3D :rTilt45ToChannelOffset1To5 1-5 channel offset Like :tilt45ToChannelOffset1To5 except except calculated from the negated Tilt angle in Finale 3D :rTilt45ToChannelOffset1To3 1-3 channel offset Like :tilt45ToChannelOffset1To3 except except calculated from the negated Tilt angle in Finale 3D :tilt40ToChannelOffset0To4 0-4 channel offset A channel offset 0-4 representing best nearest match fixed angle fixture head, for fixture heads at -40, -20, 0, 20, 40 matching the tilt angle of the effect :tilt40ToChannelOffset1To5 1-5 channel offset Like :tilt40ToChannelOffset0To4 except offsets beginning at 1 instead of 0 :tilt40ToChannelOffset1To3 1-3 channel offset Like :tilt40ToChannelOffset1To5 except for three fixture heads at -40, 0, and 40 degrees :rTilt40ToChannelOffset0To4 0-4 channel offset Like :tilt40ToChannelOffset0To4 except except calculated from the negated Tilt angle in Finale 3D :rTilt40ToChannelOffset1To5 1-5 channel offset Like :tilt40ToChannelOffset1To5 except except calculated from the negated Tilt angle in Finale 3D :rTilt40ToChannelOffset1To3 1-3 channel offset Like :tilt40ToChannelOffset1To3 except except calculated from the negated Tilt angle in Finale 3D :tilt180 0-255 channel value The tilt angle of the effect, i.e., bending forward/back or left/right (right hand rotation around Pan-rotated Right-axis), mapped from -90 to 90 degrees to the value 0-255; the calculation is, ("Effect's Tilt in Finale 3D converted to -180 to 180 degrees" * 127.5 / 90 + 127.5 ) rounded to the nearest integer. :tilt180z5 0-255 channel value Like :tilt180 except clamped to the range 5 to 250, supporting fixtures for which 0 or 255 values have special meaning. :tilt230 0-255 channel value The tilt angle of the effect, i.e., bending forward/back or left/right (right hand rotation around Pan-rotated Right-axis), mapped from -115 to 115 degrees to the value 0-255; the calculation is, ("Effect's Tilt in Finale 3D converted to -180 to 180 degrees" * 127.5 / 115 + 127.5 ) rounded to the nearest integer. :tilt244 0-255 channel value The tilt angle of the effect, i.e., bending forward/back or left/right (right hand rotation around Pan-rotated Right-axis), mapped from -122 to 122 degrees to the value 0-255; the calculation is, ("Effect's Tilt in Finale 3D converted to -180 to 180 degrees" * 127.5 / 122 + 127.5 ) rounded to the nearest integer. :tilt270 0-255 channel value The tilt angle of the effect, i.e., bending forward/back or left/right (right hand rotation around Pan-rotated Right-axis), mapped from -135 to 135 degrees to the value 0-255; the calculation is, ("Effect's Tilt in Finale 3D converted to -180 to 180 degrees" * 127.5 / 135 + 127.5 ) rounded to the nearest integer. :timeFromEffectiveSetupAndFunc1 (or :tmFrmESetupF1) 0-255 channel value A time value in the range 0-255 calculated from the "effective setup time" (as defined earlier) and (2) the angle delta in pan or tilt (whichever delta is greater) between this event and the nearest preceding event whose VDL does not contain the keyword "Modifier", and (3) the function defined by the optional parameter :defineFunc1 (see Table 3) :timeFromEffectiveSetupAndFunc2 (or :tmFrmESetupF2) 0-255 channel value Like :timeFromEffectiveSetupAndFunc1 but using the function defined by :defineFunc2 Optional parameters The functions of Table 1 are followed by a list of required parameters and optional parameters following the required parameters. The optional parameters, which begin with :defineFunc1 or :defineFunc2, define functions that can be referred to by required parameters, such as :speedFromEffectiveSetupAndFunc1. The purpose of the function is to provide a user-defined calculation for a motor speed channel value of a moving head fixture. The parameter :speedFromEffectiveSetupAndFunc1 does just that -- it evaluates to the DMX channel value for motor speed that will make the head rotate at the correct rotational velocity in degrees per second to cover the Move-To angle over the effective setup period of time. Unfortunately, the motor speed DMX channel values of most fixtures do not correspond to rotational velocities in a simple linear equation, so the only way to figure out what the correspondence actually is is to measure it, as in Figure 1. Figure 1 – Motor speeds for Tomshine moving head fixtures The X-axis in Figure 1 represents the channel values, going from 0 to 255. The Y-axis represents the observed rotational velocity based on measuring the time it takes for the head to move some number of degrees with a stop watch. You can construct a graph like Figure 1 using a lighting desk and your fixture with the following procedure: 1) set the fixture's DMX channel for speed to a value between 0 and 255, 2) move the head angle to 180 degrees, 3) start the stop watch and simultaneously quickly change the DMX channel value for head angle to aim it back at zero degrees, 4) record the time it took to travel 180 degrees, 5) the degrees per second is thus 180 / measured time. Based on your measurements you can connect the dots to make a curve, and then you can define a mathematical curve that approximates the measured curve with the parameters of the :defineFunc1 or :defineFunc2 functions, as shown in Table 3. When referenced by parameter :speedFromEffectiveSetupAndFunc1 the result of the function :defineFunc1 is interpreted to be "speed" in degrees per second. When referenced by :timeFromEffectiveSetupAndFunc1 the result is interpreted to be "time" in seconds. Table 3 – Parameters of the functions defined by :defineFunc1 and :defineFunc2 Parameter index Meaning Values +0 Name of interpolation function: :power means Y=(Y1-Y0)* ((X-X0)/(X1-X0))^C+Y0 :rpower means Y=(Y0-Y1)*((X1-X)/X1-X0))^C+Y1 where X0=the DMX channel value 0, X1=the DMX channel value 255, Y0=Degrees/sec at DMX channel value 0, Y1= the function value (e.g., degrees/sec or seconds) at DMX channel value 255, C=exponent defined in parameter +3 that affects the shape of the curve :power or :rpower +1 The function value for the DMX channel value 0 (Y0 in the interpolation function) float +2 The function value for the DMX channel value 255 (Y1 in the interpolation function) float +3 The constant exponent C of the interpolation function (C = 1.0 means linear interpolation) float +4 (optional) Min valid DMX value on the X-axis if not zero (to restrict value range to reliable values for the fixture; e.g., Explo X2 Wave Flamer does not work reliably for values < 25 or > 128) integer 0-255 +5 (optional) Max valid DMX value on the X-axis if not 255 integer 0-255 The parameters define the function as an interpolation between the speed at 0 and the speed at 255 (parameters +1 and +2) by way of the function chosen by parameter +0 with exponent C from parameter +3, the result clamped by optional parameters +4 and +5. If C is 1, then the function is simply a straight line. If C is 2 then the curve is a parabola. Other values of C, including fractional values, produce different curves with different bends. You can choose :power or :rpower and find a value for C that yields a decent approximation to your measured values by graphing the functions in Excel and adjusting the values to find the best fit. The third example from the beginning of this article included the defined function for the 80W Tomshine fixture of Figure 1: :defineFunc1 :power 250 1 1.6 From Table 3, you can see this function begins with 250 degrees/sec at DMX speed channel value = 0, ends with 1 degree/sec at DMX speed channel value 255, and uses the power C = 1.6. That produces the yellow line in Figure 1. The knee of the curve is closest to DMX speed channel value = 0. If you want the knee to be on the other end, at 255, then try the function :rpower instead. If the observed motor speed essentially stops before reaching the maximum DMX channel value, you may find it useful to specify a negative value for parameter +1 or +2 to make the curve cross the X-axis at the right DMX channel value. End value optimizations The end value for DMX channels specified in the setupBeginEndPatch and beginEndPatch (but not beginForeverPatch and endForeverPatch) code segments may be changed to zero in some circumstances to facilitate optimizations that reduce the size of the script file for certain firing systems. If the specified end value is X, that means, "X, or optionally zero if the next event that sets this channel sets it to zero." These semantics enable the DMX script exporter to use a feature of some firing systems that automatically sets the value of a channel to zero after a given duration without requiring an additional script row to set it to zero. In some cases, DMX Patches need to work around the end value optimizations to avoid visual ramifications. The MARQ moving head fixture's shutter channel value range of 0-3 corresponds to closed, beam not visible. The DMX Patch for the initialize fixture effect sets the shutter to remain with an "end" value of 255 ("open, beam visible"), but "end" values in DMX Patches may be changed by the exporter to 0 as a valid optimization if the following event begins with the value 0 for the same channel. Consequently, if an event begins with shutter channel value of 0 it could affect a previous shutter value (for instance, changing the "end" value of the initialize fixture from 255 to 0). To prevent this unfortunate side-effect of the shutter channel value of 0, the MARQ DMX Patches simply never use the shutter value of 0; the values 1-3 are equivalent and do not cause end value optimizations. Move-In-Black and Move-To For moving head fixtures, the DMX Patches for Move-In-Black effects set the dimmer value (or RGB values directly if dimmer is combined with strobe on the same channel) to zero (OFF) instead of leaving it unchanged, for reasons that are a little complicated. Move-To effects begin their nominal interpolation period at the effect time of the previous non-modifier event on the fixture (modifier events like "With Strobing" or "With Gobo" contain the word "Modifier" in their VDL to avoid affecting the Move-To interpolation periods). While the nominal interpolation period extends back to the effect time of the previous non-modifier event, each affected DMX channel's interpolation period extends back to previous time the DMX channel itself was set. If the Move-In-Black effects don't set the dimmer value to zero, then a Move-To effect that follows the Move-In-Black effect will cause the dimmer to be ON beginning prior to the Move-In-Black effect! For precisely the reasons that Move-In-Black effects do set the dimmer value, they do not set the color wheel parameter or gobo parameter for fixtures with rotating wheel mechanisms, because a Move-To effect that follows the Move-In-Black effect does need to cause the wheel parameters to be set prior to the Move-In-Black effect time, so the wheels have time to rotate properly before the effect turns on visibly at exactly the Move-In-Black effect time. You can string multiple Move-To events together, e.g., Move-In-Black, Move-To, Move-To, Move-To, etc. It is clearer to begin a Move-To sequence with a Move-In-Black, but users may begin them with a Flash effect instead. It is imperative that the DMX Patch of a Flash effect sets the motor speed to full speed, just as the Move-In-Black does. Otherwise a Move-To effect following the Flash effect will likely cause the motor speed to be set to a slower speed prior to the Flash effect, sabotaging its ability to achieve the desired pan/tilt angle by the time of the Flash effect. Table 4 and Table 5 provide patch templates for fixtures with color wheels (Example: YF [081] Beam 230 Moving Head 16CH), and fixtures with RGB LEDs an independent dimmer channel (Example: U `King [029] Moving Head RGBW 11CH). Some fixtures with LEDs combine the dimmer and strobe on the same DMX channel (Example: Betopper [090] DJ Mini Moving Head 9CH). Patches for such fixtures use the RGB channels rather than the strobe+dimmer channel to turn the lights on so the strobe+dimmer channel can be used to control strobing independently, essentially ignoring its application as a dimmer. These patches are described in Table 6. Multi-function fixtures that combine LEDs and lasers using a single dimmer channel globally for both the LEDs and the lasers may need to use patches similar to those in Table 6, essentially ignoring the dimmer channel so the LEDs and lasers can be turned on independently (Example: U `King [089] Pocket Moving Kaleidoscope/Laser 15CH). Table 4 – Flash, Move-To and Move-In-Black patch templates for fixtures with color wheels Type Of Effect Patch Red Flash [setupBeginEndPatch 1000 PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 COLORINDEX COLORVALUE COLORVALUE COLORVALUE DIMMERINDEX 0 255 0 SPEEDINDEX 0 0 0] Move-In-Black [setupBeginEndPatch 1000 PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 DIMMERINDEX 0 0 0 SPEEDINDEX 0 0 0] Red Move-To [setupBeginEndPatch :effectiveSetupPlus1000Ms PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 COLORINDEX COLORVALUE COLORVALUE COLORVALUE DIMMERINDEX 255 255 0 SPEEDINDEX :spdFrmESetupF1 :spdFrmESetupF1 :spdFrmESetupF1] Table 5 – Flash, Move-To and Move-In-Black patch templates for fixtures with RGB LEDs; and with dimmer that is not combined with strobe on the same channel Type Of Effect Patch Red Flash [setupBeginEndPatch 1000 PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 RINDEX RVALUE RVALUE RVALUE GINDEX GVALUE GVALUE GVALUE BINDEX BVALUE BVALUE BVALUE DIMMERINDEX 0 255 0 SPEEDINDEX 0 0 0] Move-In-Black [setupBeginEndPatch 1000 PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 DIMMERINDEX 0 0 0 SPEEDINDEX 0 0 0] Red Move-To [setupBeginEndPatch :effectiveSetupPlus1000Ms PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 RINDEX RVALUE RVALUE RVALUE GINDEX GVALUE GVALUE GVALUE BINDEX BVALUE BVALUE BVALUE DIMMERINDEX 255 255 0 SPEEDINDEX :spdFrmESetupF1 :spdFrmESetupF1 :spdFrmESetupF1] Table 6 – Flash, Move-To and Move-In-Black patch templates for fixtures with RGB LEDs; and with dimmer that is combined with strobe on the same channel Type Of Effect Patch Red Flash [setupBeginEndPatch 1000 PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 RINDEX 0 RVALUE 0 GINDEX 0 GVALUE 0 BINDEX 0 BVALUE 0 SPEEDINDEX 0 0 0] Move-In-Black [setupBeginEndPatch 1000 PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 RINDEX 0 0 0 GINDEX 0 0 0 BINDEX 0 0 0 SPEEDINDEX 0 0 0] Red Move-To [setupBeginEndPatch :effectiveSetupPlus1000Ms PANINDEX :pan540 :pan540 :pan540 TILTINDEX :rTilt230 :rTilt230 :rTilt230 RINDEX RVALUE RVALUE 0 GINDEX GVALUE GVALUE 0 BINDEX BVALUE BVALUE 0 SPEEDINDEX :spdFrmESetupF1 :spdFrmESetupF1 :spdFrmESetupF1] With XXX By convention, effects that modify other effects and do not have a visual effect on their own are named "With XXX" where XXX is a description of an effect modification that applies for the duration of the effect. These are called "modifier effects". Examples are "With Strobing" or "With Safety Channel". As described in Table 2 of Creating or modifying DMX effects for existing fixtures, the VDL of modifier effects should contain the term "Modifier" and "Non-Physical" to make them appear correctly on the timeline and to prevent them from interfering with the effective setup time for Move-To interpolation. Reset Fixture Some fixtures require a "Reset/Initialize Fixture" effect to set certain DMX channels to initial values. It is most common for DMX channel values of 0 to correspond to natural default values, but that's just not the case for some fixtures. The 30W Tomshine moving head fixture’s “no gobo” pattern does not correspond to the DMX gobo channel value of 0; it corresponds to values between 16 and 23! The flash effects for this fixture do not themselves set the gobo channel, in order to allow "With Gobo" effects to apply the gobo as a modification. Thus if the gobo channel value of 0 corresponds to a gobo, the user is in for a surprise unless the user adds a "Reset Fixture" effect that sets the gobo channel value to a number between 16 and 23 to nullify the gobo pattern. The fixtures requiring a "Reset/Initialize Fixture" effect are listed in Table 1 of Supported light fixtures (and Standard Fixture IDs). Table 7 – Example files Download link Explanation dmx_patch_functions02.xlsx Excel worksheet for defining functions
The Chauvet Scorpion Dual fixtures are consumer level scanning lasers offering some degree of control over their patterns and movement. Figure 1 – Chauvet Scorpion Dual The fixtures have a 10-channel DMX personality. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 10CH YES Instructions To design a show for Chauvet 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 10-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 10-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-10 2 11 11-20 3 21 21-30 4 31 31-40 5 41 41-50 6 51 51-60 7 61 61-70 8 71 71-80 9 81 81-90 10 91 91-100 ... 51 501 501-510 Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team. Table 3 – DMX channels for 15CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Control (0-85 = DMX; 86-255 = do not use) Channel 2 (DMX Channel Base + 1) Strobe and ON/OFF (0-9 = OFF; 10-249 = slow to fast; 250-255 = ON) Channel 3 (DMX Channel Base + 2) Pattern selection (see user manual for table) Channel 4 (DMX Channel Base + 3) Zoom (0 = 100%; 127 = 5%; 128-255 = do not use) Channel 5 (DMX Channel Base + 4) Y-axis rotation (0-127 = 0-359 degrees; 128-255 = do not use) Channel 6 (DMX Channel Base + 5) X-axis rotation (0-127 = 0-359 degrees; 128-255 = do not use) Channel 7 (DMX Channel Base + 6) Z-axis rotation (0-127 = 0-359 degrees; 128-255 = do not use) Channel 8 (DMX Channel Base + 7) Pan (0-127 = fixed horizontal position; 128-255 = do not use) Channel 9 (DMX Channel Base + 8) Tilt (0-127 = fixed vertical position; 128-255 = do not use) Channel 10 (DMX Channel Base + 9) Scan speed (0 = works; 1-255 works worse) Table 4 – Example files and downloads Download link Explanation scorpion-manual.pdf Chauvet Scorpion Dual User Manual
The OPPSK Disco Ball Combo fixtures are available from Amazon (ASIN B083LV2CKY) for less than USD $90. In addition to the disco ball, the fixture has two scanning lasers and four LED wash lights, but for scripted shows the lasers do not have sufficient controls to be useful, and the wash lights are easier to implement as independent fixtures. So Finale 3D's effect libraries ignore everything about this fixture except its disco ball. Figure 1 – OPPSK Disco Ball Combo The fixtures have a 15-channel DMX personality. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 15CH YES Instructions To design a show for OPPSK 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 15-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 15-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-15 2 16 16-30 3 31 31-45 4 46 46-60 5 61 61-75 6 76 76-90 7 91 91-105 8 106 106-120 9 121 121-135 10 136 136-150 ... 34 496 505-512 Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team. Table 3 – DMX channels for 15CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Ball dimmer Channel 2 (DMX Channel Base + 1) Ball strobe (0-8 = no strobe; 9-255 = slow to fast) Channel 3 (DMX Channel Base + 2) Ball red Channel 4 (DMX Channel Base + 3) Ball green Channel 5 (DMX Channel Base + 4) Ball blue Channel 6 (DMX Channel Base + 5) Ball rotation speed (0-10 = no rotation; 11-255 = slow to fast) Channel 7 (DMX Channel Base + 6) Wash dimmer Channel 8 (DMX Channel Base + 7) Wash strobe (0-8 = no strobe; 9-255 = slow to fast) Channel 9 (DMX Channel Base + 8) Wash red Channel 10 (DMX Channel Base + 9) Wash green Channel 11 (DMX Channel Base + 10) Wash blue Channel 12 (DMX Channel Base + 11) Wash yellow Channel 13 (DMX Channel Base + 12) Red laser (0-7 = OFF; 8-127 = ON; 128-255 = unknown) Channel 14 (DMX Channel Base + 13) Green laser (0-7 = OFF; 8-127 = ON; 128-255 = unknown) Channel 15 (DMX Channel Base + 14) Laser movement Table 4 – Example files and downloads Download link Explanation disco-manual.pdf OPPSK Disco Ball Combo User Manual
The EasyDancing 36x1W RGB Par fixtures are available from Amazon (ASIN B06XSMKFFM) for less than USD $25. Their Standard Fixture ID is 005. Figure 1 – EasyDancing 36x1W RGB Par The fixtures have a 7-channel DMX personality. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 7CH YES Instructions To design a show for EasyDancing 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 7-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 7-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-7 2 8 8-14 3 15 15-21 4 22 22-28 5 29 29-35 6 36 36-42 7 43 43-49 8 50 50-56 9 57 57-63 10 64 64-70 ... 73 505 505-511 Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team. Table 3 – DMX channels for 7CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Dimmer Channel 2 (DMX Channel Base + 1) Red Channel 3 (DMX Channel Base + 2) Green Channel 4 (DMX Channel Base + 3) Blue Channel 5 (DMX Channel Base + 4) Strobe (0-7 = no strobe; 8-255 = slow to fast) Channel 6 (DMX Channel Base + 5) Set to zero Channel 7 (DMX Channel Base + 6) Set to zero Table 4 – Example files and downloads Download link Explanation easydancing-manual EasyDancing 36x1W RGB Par User Manual
The U `King Moving Head RGBW fixtures, Standard Fixture ID 029, are available from Amazon (ASIN B071KP6M8Q) for less than USD $100. Figure 1 – U `King Moving Head RGBW The fixtures have 11 channel and 13 channel options, which you can select from the fixture's DMX panel. Effects in Finale 3D are compatible only with the 11 channel mode. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 11CH YES 13CH NO Instructions To design a show for U `King fixtures, please follow the steps in DMX basic instructions and Light fixtures basic instructions. If you don't already have a compatible firing system or controller capable exporting a DMX script, please refer to Supported firing systems and controllers (DMX) for the list of available hardware options. Choosing the DMX channel ranges for fixtures Each fixture requires multiple channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others. A DMX universe has channels 1-512. If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient. Table 2 shows an example for 11-channel fixtures. Some DMX firing systems and controllers only support 50 or 100 channels, so you may not have all 512 channels to work with. Table 2 – Example channel ranges for 11-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-11 2 12 12-22 3 23 23-33 4 34 34-44 5 45 45-55 6 56 56-66 7 67 67-77 8 78 78-88 9 89 89-99 10 100 100-110 ... 46 496 496-506 Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team. Table 3 – DMX channels for 11CH personality DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pan (0 = forward; 170 = 360°; 255 = 540°) Channel 2 (DMX Channel Base + 1) Pan fine tuning Channel 3 (DMX Channel Base + 2) Tilt (0 = -25° below horizontal; 128 = 90°; 255 = 205°, which is 25° below horizontal on the backside) Channel 4 (DMX Channel Base + 3) Tilt fine tuning Channel 5 (DMX Channel Base + 4) Motor speed (0 = max; 255 = min) Channel 6 (DMX Channel Base + 5) Dimmer (0 = OFF; 255 = max) Channel 7 (DMX Channel Base + 6) Strobe (0 = no strobe, 1-255 = slow to fast; 230 = nicely slow, 240 = medium, 255 = fast) Channel 8 (DMX Channel Base + 7) Red Channel 9 (DMX Channel Base + 8) Green Channel 10 (DMX Channel Base + 9) Blue Channel 11 (DMX Channel Base + 10) White Moving head effects are implemented by setting the motor speed based on the "from" and "to" trajectory angles and the span of time between the "from" and "to" effects. The speed channel value is calculated from the inverse of the degrees-per-second-for-speed-channel-value function. Figure 2 shows the measured degrees per second of the fixture for various speed channel values between 0 and 255, and the curve chosen to fit those values. The curve is specified in the DMX patch for the fixture's effects. While it is possible to specify curves that are closer to the sampled values, this curve, which doesn't appear accurate, has been manually tuned to deliver optimal real world results based on experimentation. Figure 2 – Motor speeds Table 4 – Example files and downloads Download link Explanation uking-manual.pdf U `King User Manual
Finale 3D has general DMX capabilities to support scripting shows for all kinds of DMX fixtures, including lights, special effects, and flames. Every different DMX fixture, however, requires its own effect library, which includes the VDL visualization instructions and DMX Patch specifications necessary to display the effect and export the DMX instructions for the controller. To script a show involving DMX lights, your first step is obtain an effect library for the fixtures you want to use. Finale 3D has effect libraries for a few fixtures in its Generic Effects collection, and more effect libraries in the supplier catalogs. The complete list of effect libraries that Finale 3D currently has constructed is here: Supported light fixtures (and Standard Fixture IDs). Since this list is diminutively small relative to the tens of thousands of DMX fixtures that exist, it is likely that you will need to create an effect library for your fixture. If your fixture is a common fixture and you have the instructions for it, Finale's support team will be happy to create the effect library for you free of charge. For less common or more specialized fixtures, Finale can connect you to a consultant who can make the effect library for you. So, after checking the list to see if Finale 3D already has an effect library for your fixture, please email support at Finale if you need an effect library created. Instructions Follow the basic DMX instructions (DMX basic instructions) to design a show for light fixtures. When you right-click on positions to configure them as DMX fixtures, as shown in Figure 1, the list of options will include all fixtures identified in your effect collections, which includes Generic Effects, all supplier catalogs that you've turned on, and any of your own inventories or effect files that you have loaded. Figure 1 – Right-click on positions to configure them as light fixtures. Light fixture effects Effect libraries for light fixtures contain a set of pre-defined effects to use in your show. Most of the effects in the libraries are one-shot effects like "Red Flash" that you insert into the show at the desired time and adjust the duration of if you need to by editing it in the Duration column in the script. Unlike pyro and flame effects, light and sfx effects have durations that are editable in the script (see Why is ‘Type’ so important? What depends on it?). Effects for moving head fixtures can aim in arbitrary directions. After you insert them into the show, drag the dotted line trajectory in the design view to aim in the desired direction. Finale 3D will take into account the angle when it exports the DMX script, translating the angle to the corresponding pan and tilt channel values for the fixture. Effect libraries for moving head fixtures generally contain "Move-In-Black" effects and "Move-To" effects, to create a sweeping effect that rotates from one angle to another. Insert the "Move-In-Black" effect at the "from" time and drag its trajectory dots to the "from" angle. Insert the "Move-To" effect at the "to" time and drag its trajectory dots to the "to" angle. On the timeline, the "from" and "to" effects will be connected. As you drag them farther apart or closer together on the timeline, the line between them expands or contracts. The duration of the line is the duration of the effect. The "Move-In-Black" effects generally have zero duration in their definition, so they appear as dots on the timeline by themselves. The meaning of "in black" is that the light fixture is off (black) as it moves to the "from" angle in preparation for the effect. The "Move-To" effects generally turn on the effect and specify the color, as in the effect "Red Move-To (lg)". The suffixes "(sm)" or "(md)" or "(lg)" indicate the intensity of the effect. On the timeline "Move-To" effects reach back to the immediately preceding effect on the same fixture, as shown in Figure 2. Most often the preceding effect would be a "Move-In-Black" effect, but it can also be any of the one shot effects or can be another "Move-To" effect if you are stringing together a sequence of multiple sweeping segments (e.g., "Move-In-Black" then "Move-To" then "Move-To" then "Move-To"). The sweeping period of the "Move-To" effect during which the angle is rotating extends from the effect time of the preceding effect (i.e., from its cue flag) to the end of the duration of "Move-To" effect. "Move-To" effects generally have zero duration in their definition for clarity, since their effective start time is based on the preceding effect yet their effective end time is the end of their own duration. If you want to lengthen the duration of a "Move-To" effect it is usually easier to drag it to the right on the timeline, but you can also edit its duration, which accomplishes the same goal. Figure 2 – A "Move-In-Black" (cue flag 105) and a "Yellow Move-To" 5s later define a moving effect, visualized as a yellow bar. Effect libraries may also contain modifier effects like "With Strobing Fast" or "With Gobo Star". Modifier effects appear as dotted lines on the timeline, as you can see in Figure 2. They do not turn on or off the fixture themselves. They modify any effects that they overlap. If you want a yellow, strobing, star gobo effect for a moving head light that sweeps from one angle to another, you would insert a "Move-In-Black" effect at the "from" time, and a "Yellow Move-To" effect at the "to" time. Then you'd also insert a "With Strobing" effect and a "With Gobo Star" effect at the "from" time or just before, and you would adjust the durations of these two modifier effects to cover the duration between "from" and "to", or longer if the strobing or gobo effects are intended to apply to other effects also that you add after the "to" time. Table 1 – Types of light fixture effects Type of effect Explanation One-shot effects Effects like "Red Flash" create an effect at their time on the timeline. Edit their duration in the script window if needed. Drag the trajectory dots to the desired angle for moving head fixtures. Move-To effects Effects like "Red Move-To" create an effect that extends from the end of the preceding effect for the same fixture to the end of its own duration on the timeline. Drag the trajectory dots to the desired angle for moving head fixtures to define the "to" angle of the movement. Modifier effects Effects like "With Strobing" or "With Gobo" are not visible themselves, but will modify other effects that they overlap on the same fixture. Setup effects Effects like "Reset/Initialize fixture" may be required to setup up the fixture before applying other effects. Most fixtures do not require these effects. For those fixtures that do, simply insert one of these effects at the beginning of the show for each fixture. Exported DMX scripts Moving head fixtures and fixtures that use rotating wheels for gobos or color selection require some preparation time prior to the beginning of the effect to move the head or rotating wheel to the correct spot for the effect to begin. In the exported DMX script, Finale 3D automatically sets the channels that need preparation time prior to effect's beginning time. If there is enough time between effects, the inserted preparation time for some channels may be as much as one second. If effects are close together, the preparation time will be compressed to avoid interaction between the effects. If the effects are back to back, which eliminates any preparation time, then the spinning of the color or gobo wheel or the movement of the head may become visible to the audience in the show, since it takes place while the effect is on. Limitations Most light fixtures have the capability of producing a wider range of effects based on their possible DMX channel values than are provided in the effect libraries. For example RGB fixtures can produce effects for a full color gamut of millions of colors; yet the effects in the effect libraries include only a handful of colors by name. If you need effects that are not provided in the effect libraries, you can create your own effects in your My Effects collection by copy/pasting effects from the fixture's effect library and modifying their VDL to change their visualization and their DMX Patch to change the exported DMX channel values. In general, modifying effects requires knowledge of the fixture's DMX personality and also some programming knowledge of the syntax of DMX Patches. Please contact support at Finale for instructions if you need to modify effects. With the exception of modifier effects, each fixture in the script is capable of doing only one effect at a time. It is an error to add a "Red Flash" effect and a "Blue Flash" effect at the same time or overlapping times, for example. It is also an error to add modifier effects between a "Move-To" effect and the effect it reaches back to, because doing so would make the "Move-To" effect reach back only to the modifier effect. Since the one-shot effects in most effect libraries specify the color and the intensity of the effect, it is also not possible to adjust the color or intensity during an effect, without inserting multiple effects back to back. Inserting multiple effects back to back is perfectly convenient except for moving heads. Since the angle range of "Move-To" effects is defined by the "from" and "to" effects on the timeline and the angle of their trajectory dots, adjusting the color or intensity of "Move-To" effect by way of inserting multiple effects requires that all the inserted effects in the sequence except the first are "Move-To" effects and that each of their trajectories is angled at the appropriate intermediate angle.
A catalog of the tens of thousands of unique DMX light fixtures is a long way out, but Finale 3D does keep track of the fixtures it knows about, to facilitate conversion between fixtures and to avoid conflicts. Users can define their own fixtures by creating their own effects that contain within them the fixture definition, and DMX patch, and visualization instructions in the VDL. User-defined fixtures can use fixture IDs in the range 1000000 and up to avoid conflicting with known fixtures listed in Table 1, as it grows. Table 1 – Supported light fixtures ID Name Number of DMX channels Requires "Reset Fixture" effect at start of show 005 EasyDancing [005] 36x1W Par Light 7CH 7 No 027 Tomshine [027] Moving Head Gobo 80W 9CH 9 No 028 Tomshine [028] Moving Head Gobo 30W 9CH 9 Yes 029 U `King [029] Moving Head RGBW 11CH 11 No 030 OPPSK [030] Disco Ball Combo 15CH 15 Yes 031 Chauvet [031] Scorpion Dual 10CH 10 No 041 beamZ [041] BBP60 Par Light 10CH 10 No 042 Moka [042] SFX MK-P18 RGB Wall Washer Par Light 11CH 11 No 046 Thomann [046] Fun Generation LED Pot 12x1W RGBW 6CH 6 No 048 Cobra [048] 36x1W Par Light 7CH 7 No 049 ADJ [049] QWH12X RGB Par Light 8CH 8 No 050 BETOPPER [050] 54x1.5W RGB Par Light 7CH 7 No 051 Chauvet [051] Slim Par 56 Light 7CH 7 No 052 Marq [052] Gesture Spot 100 15W LED Moving Head 11CH 11 Yes 059 Anonymous [059] Small Steel Gun 120W Moving Head Gobo 16CH 16 No 060 SpecialFX.it [060] 18*12W IP65 RGBWAU Par Light 10CH 10 No 065 U `King [065] Two-Bar Spider RGBW 15CH 15 No 068 Generic Light Fixture ON/OFF and Dimmer 1CH [068] 1 No 069 Generic Light Fixture ON/OFF and Dimmer 1CH [069] 1 No 071 Rockville [071] Battery Strip 24 RGBW Light Bar 9CH 9 Yes 073 OPPSK [073] Wall Washer Light Bar 8CH 8 Yes 074 Karma [074] LED Par120 Par Light 8CH 8 Yes 075 Rockville [075] BestPAR60 Par Light 10CH 10 Yes 077 High End [077] Uno Moving Head 15CH 15 Yes 079 Chauvet [079] EZpar 64 Par Light 8CH 8 Yes 080 Rockville [080] Battery Par 50 Par Light 6CH 6 Yes 081 YF [081] Beam 230 Moving Head 16CH 16 Yes 082 ADJ [082] Inno Pocket Spot Pearl Moving Head Spotlight 9CH 9 Yes 085 Anonymous [085] Beam 230 7R Moving Head Gobo Spotlight 16CH 16 Yes 087 U `King [087] 30W Moving Head Gobo 9CH 9 Yes 088 Sahauhy [088] 12 LED RGBW Par Light 8CH 8 No 089 U `King [089] Pocket Moving Kaleidoscope/Laser 15CH 15 Yes 090 Betopper [090] DJ Mini Moving Head 9CH 9 Yes 091 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 14 Yes 092 Dominar [092] Beam IP65 Moving Head 14CH 14 Yes 093 DXJ [093] FLI Beam 120W Moving Head Gobo 12CH 12 Yes 094 ERIKN [094] Diamond Pro Venue 460 Moving Head 25CH 25 Yes 095 Anonymous [095] Beam Spot 150W Moving Head Gobo 12CH 12 Yes 204 Anonymous [204] 150W LED Beam Moving Head 17CH 17 Yes 205 Riukoe [205] 80W LED Beam Moving Head 20CH 20 Yes 206 Anonymous [206] 12W RGBW Pinspot Spotlight 6CH 6 Yes 207 KTV Lights [207] A3 Animation Laser 16CH 16 No 208 Generic [208] Custom DMX Fixture 16CH 16 No 209 Chauvet [209] Rogue Outcast 2 20CH 20 No As indicated in the "Requires initialization" column, some fixture DMX personalities require that user inserts an "Reset Fixture" effect (Standard Effect ID 1201) at the beginning of the show to configure the initial channel values. Table 5 – Additional fixture user manuals ID Brand ID Manufacturer Name Category Number of DMX channels Download Link 204 ANO Anonymous ML-B150 150W LED Beam Moving Head Moving Head 17 ML-B150-Pyrotechnics-QR.pdf 205 RIU Riukeo ML-B080 80W LED Beam Moving Head Moving Head 20 ML-B080-Riukoe-moving-head-fixture-manual.pdf 209 CHV Chauvet Rogue Outcast 2 Moving Head Moving Head 20 Rogue_Outcast_2_Hybrid_UM_Rev4.pdf 212 MOK Moka MK-P11 Par Light Par Light 11 MK-P11 par light.pdf
Light fixtures from various manufacturers have common or overlapping sets of effects, though the effects may be implemented by different DMX personalities. The Standard Effect IDs listed in Table 1 have the meaning defined in the table and exhibited by the reference fixture. Finale 3D can convert effects in a show from one fixture to another by replacing an effect from the "from" fixture with the corresponding effect of the "to" fixture, matching the Standard Effect ID. Table 1 – Standard Effect IDs for lights ID Effect Reference part number Reference fixture and picture 1000 Red Short Flash (md) GFX1200 EasyDancing [005] 36x1W Par Light 1001 Red Standard Flash (md) GFX1201 EasyDancing [005] 36x1W Par Light 1002 Red Long Flash (md) GFX1202 EasyDancing [005] 36x1W Par Light 1005 Red Short Flash (sm) GFX1205 EasyDancing [005] 36x1W Par Light 1006 Red Standard Flash (sm) GFX1206 EasyDancing [005] 36x1W Par Light 1007 Red Long Flash (sm) GFX1207 EasyDancing [005] 36x1W Par Light 1010 Red Short Flash (lg) GFX1210 EasyDancing [005] 36x1W Par Light 1011 Red Standard Flash (lg) GFX1211 EasyDancing [005] 36x1W Par Light 1012 Red Long Flash (lg) GFX1212 EasyDancing [005] 36x1W Par Light 1015 Green Short Flash (md) GFX1215 EasyDancing [005] 36x1W Par Light 1016 Green Standard Flash (md) GFX1216 EasyDancing [005] 36x1W Par Light 1017 Green Long Flash (md) GFX1217 EasyDancing [005] 36x1W Par Light 1020 Green Short Flash (sm) GFX1220 EasyDancing [005] 36x1W Par Light 1021 Green Standard Flash (sm) GFX1221 EasyDancing [005] 36x1W Par Light 1022 Green Long Flash (sm) GFX1222 EasyDancing [005] 36x1W Par Light 1025 Green Short Flash (lg) GFX1225 EasyDancing [005] 36x1W Par Light 1026 Green Standard Flash (lg) GFX1226 EasyDancing [005] 36x1W Par Light 1027 Green Long Flash (lg) GFX1227 EasyDancing [005] 36x1W Par Light 1030 Blue Short Flash (md) GFX1230 EasyDancing [005] 36x1W Par Light 1031 Blue Standard Flash (md) GFX1231 EasyDancing [005] 36x1W Par Light 1032 Blue Long Flash (md) GFX1232 EasyDancing [005] 36x1W Par Light 1035 Blue Short Flash (sm) GFX1235 EasyDancing [005] 36x1W Par Light 1036 Blue Standard Flash (sm) GFX1236 EasyDancing [005] 36x1W Par Light 1037 Blue Long Flash (sm) GFX1237 EasyDancing [005] 36x1W Par Light 1040 Blue Short Flash (lg) GFX1240 EasyDancing [005] 36x1W Par Light 1041 Blue Standard Flash (lg) GFX1241 EasyDancing [005] 36x1W Par Light 1042 Blue Long Flash (lg) GFX1242 EasyDancing [005] 36x1W Par Light 1045 Yellow Short Flash (md) GFX1246 EasyDancing [005] 36x1W Par Light 1046 Yellow Standard Flash (md) GFX1246 EasyDancing [005] 36x1W Par Light 1047 Yellow Long Flash (md) GFX1247 EasyDancing [005] 36x1W Par Light 1050 Yellow Short Flash (sm) GFX1250 EasyDancing [005] 36x1W Par Light 1051 Yellow Standard Flash (sm) GFX1251 EasyDancing [005] 36x1W Par Light 1052 Yellow Long Flash (sm) GFX1252 EasyDancing [005] 36x1W Par Light 1055 Yellow Short Flash (lg) GFX1255 EasyDancing [005] 36x1W Par Light 1056 Yellow Standard Flash (lg) GFX1256 EasyDancing [005] 36x1W Par Light 1057 Yellow Long Flash (lg) GFX1257 EasyDancing [005] 36x1W Par Light 1060 Magenta Short Flash (md) GFX1260 EasyDancing [005] 36x1W Par Light 1061 Magenta Standard Flash (md) GFX1261 EasyDancing [005] 36x1W Par Light 1062 Magenta Long Flash (md) GFX1262 EasyDancing [005] 36x1W Par Light 1065 Magenta Short Flash (sm) GFX1265 EasyDancing [005] 36x1W Par Light 1066 Magenta Standard Flash (sm) GFX1266 EasyDancing [005] 36x1W Par Light 1067 Magenta Long Flash (sm) GFX1267 EasyDancing [005] 36x1W Par Light 1070 Magenta Short Flash (lg) GFX1270 EasyDancing [005] 36x1W Par Light 1071 Magenta Standard Flash (lg) GFX1271 EasyDancing [005] 36x1W Par Light 1072 Magenta Long Flash (lg) GFX1272 EasyDancing [005] 36x1W Par Light 1075 Cyan Short Flash (md) GFX1275 EasyDancing [005] 36x1W Par Light 1076 Cyan Standard Flash (md) GFX1276 EasyDancing [005] 36x1W Par Light 1077 Cyan Long Flash (md) GFX1277 EasyDancing [005] 36x1W Par Light 1080 Cyan Short Flash (sm) GFX1280 EasyDancing [005] 36x1W Par Light 1081 Cyan Standard Flash (sm) GFX1281 EasyDancing [005] 36x1W Par Light 1082 Cyan Long Flash (sm) GFX1282 EasyDancing [005] 36x1W Par Light 1085 Cyan Short Flash (lg) GFX1285 EasyDancing [005] 36x1W Par Light 1086 Cyan Standard Flash (lg) GFX1286 EasyDancing [005] 36x1W Par Light 1087 Cyan Long Flash (lg) GFX1287 EasyDancing [005] 36x1W Par Light 1090 White Short Flash (md) GFX1290 EasyDancing [005] 36x1W Par Light 1091 White Standard Flash (md) GFX1291 EasyDancing [005] 36x1W Par Light 1092 White Long Flash (md) GFX1292 EasyDancing [005] 36x1W Par Light 1095 White Short Flash (sm) GFX1295 EasyDancing [005] 36x1W Par Light 1096 White Standard Flash (sm) GFX1296 EasyDancing [005] 36x1W Par Light 1097 White Long Flash (sm) GFX1297 EasyDancing [005] 36x1W Par Light 1100 White Short Flash (lg) GFX1300 EasyDancing [005] 36x1W Par Light 1101 White Standard Flash (lg) GFX1301 EasyDancing [005] 36x1W Par Light 1102 White Long Flash (lg) GFX1302 EasyDancing [005] 36x1W Par Light 1105 With Strobing Slow GFX1305 EasyDancing [005] 36x1W Par Light 1106 With Strobing Medium GFX1306 EasyDancing [005] 36x1W Par Light 1107 With Strobing Fast GFX1307 EasyDancing [005] 36x1W Par Light 1108 With Gobo Northstar TS11308 Tomshine [027] Moving Head Gobo 80W 9CH 1109 With Gobo Arrowheads TS11309 Tomshine [027] Moving Head Gobo 80W 9CH 1110 With Gobo Waterwheel <deprecated> TS11310 Tomshine [027] Moving Head Gobo 80W 9CH 1111 With Gobo Star TS11311 Tomshine [027] Moving Head Gobo 80W 9CH 1112 With Gobo Ellipses TS11312 Tomshine [027] Moving Head Gobo 80W 9CH 1113 With Gobo Atom TS11313 Tomshine [027] Moving Head Gobo 80W 9CH 1114 With Gobo Starpieces TS11314 Tomshine [027] Moving Head Gobo 80W 9CH 1200 Move-In-Black TS11400 Tomshine [027] Moving Head Gobo 80W 9CH 1201 Reset/Initialize Fixture TS11422 Tomshine [027] Moving Head Gobo 80W 9CH 1210 Red Move-To (md) TS11401 Tomshine [027] Moving Head Gobo 80W 9CH 1211 Red Move-To (sm) TS11402 Tomshine [027] Moving Head Gobo 80W 9CH 1212 Red Move-To (lg) TS11403 Tomshine [027] Moving Head Gobo 80W 9CH 1213 Green Move-To (md) TS11404 Tomshine [027] Moving Head Gobo 80W 9CH 1214 Green Move-To (sm) TS11405 Tomshine [027] Moving Head Gobo 80W 9CH 1215 Green Move-To (lg) TS11406 Tomshine [027] Moving Head Gobo 80W 9CH 1216 Blue Move-To (md) TS11407 Tomshine [027] Moving Head Gobo 80W 9CH 1217 Blue Move-To (sm) TS11408 Tomshine [027] Moving Head Gobo 80W 9CH 1218 Blue Move-To (lg) TS11409 Tomshine [027] Moving Head Gobo 80W 9CH 1219 Yellow Move-To (md) TS11410 Tomshine [027] Moving Head Gobo 80W 9CH 1220 Yellow Move-To (sm) TS11411 Tomshine [027] Moving Head Gobo 80W 9CH 1221 Yellow Move-To (lg) TS11412 Tomshine [027] Moving Head Gobo 80W 9CH 1222 Magenta Move-To (md) TS11413 Tomshine [027] Moving Head Gobo 80W 9CH 1223 Magenta Move-To (sm) TS11414 Tomshine [027] Moving Head Gobo 80W 9CH 1224 Magenta Move-To (lg) TS11415 Tomshine [027] Moving Head Gobo 80W 9CH 1225 Cyan Move-To (md) TS11416 Tomshine [027] Moving Head Gobo 80W 9CH 1226 Cyan Move-To (sm) TS11417 Tomshine [027] Moving Head Gobo 80W 9CH 1227 Cyan Move-To (lg) TS11418 Tomshine [027] Moving Head Gobo 80W 9CH 1228 White Move-To (md) TS11419 Tomshine [027] Moving Head Gobo 80W 9CH 1229 White Move-To (sm) TS11420 Tomshine [027] Moving Head Gobo 80W 9CH 1230 White Move-To (lg) TS11421 Tomshine [027] Moving Head Gobo 80W 9CH 1231 With Rotating Slow OPP11010 OPPSK [030] Disco Ball Combo 1232 With Rotating Medium OPP11011 OPPSK [030] Disco Ball Combo 1233 With Rotating Fast OPP11012 OPPSK [030] Disco Ball Combo 1234 Red Disco Ball OPP11000 OPPSK [030] Disco Ball Combo 1235 Green Disco Ball OPP11001 OPPSK [030] Disco Ball Combo 1236 Blue Disco Ball OPP11002 OPPSK [030] Disco Ball Combo 1237 Yellow Disco Ball OPPSK [030] Disco Ball Combo 1238 Magenta Disco Ball OPPSK [030] Disco Ball Combo 1239 Cyan Disco Ball OPPSK [030] Disco Ball Combo 1240 White Disco Ball OPPSK [030] Disco Ball Combo 1241 Red & Green Disco Ball OPP11003 OPPSK [030] Disco Ball Combo 1242 Red & Blue Disco Ball OPP11004 OPPSK [030] Disco Ball Combo 1243 Green & Blue Disco Ball OPP11005 OPPSK [030] Disco Ball Combo 1244 Red & Green & Blue Disco Ball OPP11006 OPPSK [030] Disco Ball Combo 1245 Red & White Disco Ball OPPSK [030] Disco Ball Combo 1246 Green & White Disco Ball OPPSK [030] Disco Ball Combo 1247 Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1248 Red & Green & White Disco Ball OPPSK [030] Disco Ball Combo 1249 Red & Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1250 Green & Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1251 Red & Green & Blue & White Disco Ball OPPSK [030] Disco Ball Combo 1252 Laser Graphics Red Scribble (sm) Chauvet [031] Scorpion Dual 1253 Laser Graphics Green Scribble (sm) CHAU11000 Chauvet [031] Scorpion Dual 1254 Laser Graphics Blue Scribble (sm) Chauvet [031] Scorpion Dual 1255 Laser Graphics Red Scribble (md) Chauvet [031] Scorpion Dual 1256 Laser Graphics Green Scribble (md) CHAU11000 Chauvet [031] Scorpion Dual 1257 Laser Graphics Blue Scribble (md) Chauvet [031] Scorpion Dual 1258 Laser Graphics Red Scribble (lg) Chauvet [031] Scorpion Dual 1259 Laser Graphics Green Scribble (lg) CHAU11000 Chauvet [031] Scorpion Dual 1260 Laser Graphics Blue Scribble (lg) Chauvet [031] Scorpion Dual 1261 Amber Flash (sm) BMZ1017 beamZ [041] BBP60 Par Light 1262 Amber Flash (md) beamZ [041] BBP60 Par Light 1263 Amber Flash (lg) BMZ1018 beamZ [041] BBP60 Par Light 1264 UV Flash (sm) BMZ1019 beamZ [041] BBP60 Par Light 1265 UV Flash (md) beamZ [041] BBP60 Par Light 1266 UV Flash (lg) BMZ1020 beamZ [041] BBP60 Par Light 1267 Orange Flash (sm) MQ10040 MARQ [052] Gesture Spot 100 15W LED Moving Head 1268 Orange Flash (md) 1269 Orange Flash (lg) MQ10041 MARQ [052] Gesture Spot 100 15W LED Moving Head 1270 Orange Move-To (md) 1271 Orange Move-To (sm) MQ10042 MARQ [052] Gesture Spot 100 15W LED Moving Head 1272 Orange Move-To (lg) MQ10043 MARQ [052] Gesture Spot 100 15W LED Moving Head 1273 Bar 1 Head 1 Red Flash (sm) UK11500 U `King [065] Two-Bar RGBW Spider Light 1274 Bar 1 Head 1 Red Flash (md) 1275 Bar 1 Head 1 Red Flash (lg) UK11501 U `King [065] Two-Bar RGBW Spider Light 1276 Bar 1 Head 2 Green Flash (sm) UK11502 U `King [065] Two-Bar RGBW Spider Light 1277 Bar 1 Head 2 Green Flash (md) 1278 Bar 1 Head 2 Green Flash (lg) UK11503 U `King [065] Two-Bar RGBW Spider Light 1279 Bar 1 Head 3 Blue Flash (sm) UK11504 U `King [065] Two-Bar RGBW Spider Light 1280 Bar 1 Head 3 Blue Flash (md) 1281 Bar 1 Head 3 Blue Flash (lg) UK11505 U `King [065] Two-Bar RGBW Spider Light 1282 Bar 1 Head 4 White Flash (sm) UK11506 U `King [065] Two-Bar RGBW Spider Light 1283 Bar 1 Head 4 White Flash (md) 1284 Bar 1 Head 4 White Flash (lg) UK11507 U `King [065] Two-Bar RGBW Spider Light 1285 Bar 2 Head 1 Red Flash (sm) UK11508 U `King [065] Two-Bar RGBW Spider Light 1286 Bar 2 Head 1 Red Flash (md) 1287 Bar 2 Head 1 Red Flash (lg) UK11509 U `King [065] Two-Bar RGBW Spider Light 1288 Bar 2 Head 2 Green Flash (sm) UK11510 U `King [065] Two-Bar RGBW Spider Light 1289 Bar 2 Head 2 Green Flash (md) 1290 Bar 2 Head 2 Green Flash (lg) UK11511 U `King [065] Two-Bar RGBW Spider Light 1291 Bar 2 Head 3 Blue Flash (sm) UK11512 U `King [065] Two-Bar RGBW Spider Light 1292 Bar 2 Head 3 Blue Flash (md) 1293 Bar 2 Head 3 Blue Flash (lg) UK11513 U `King [065] Two-Bar RGBW Spider Light 1294 Bar 2 Head 4 White Flash (sm) UK11514 U `King [065] Two-Bar RGBW Spider Light 1295 Bar 2 Head 4 White Flash (md) 1296 Bar 2 Head 4 White Flash (lg) UK11515 U `King [065] Two-Bar RGBW Spider Light 1297 With Dimmer At 0% ROCK1018 Rockville [071] Battery Strip 24 RGBW Light Bar 1298 With Dimmer At 10% ROCK1019 Rockville [071] Battery Strip 24 RGBW Light Bar 1299 With Dimmer At 20% ROCK1020 Rockville [071] Battery Strip 24 RGBW Light Bar 1300 With Dimmer At 30% ROCK1021 Rockville [071] Battery Strip 24 RGBW Light Bar 1301 With Dimmer At 40% ROCK1022 Rockville [071] Battery Strip 24 RGBW Light Bar 1302 With Dimmer At 50% ROCK1023 Rockville [071] Battery Strip 24 RGBW Light Bar 1303 With Dimmer At 60% ROCK1024 Rockville [071] Battery Strip 24 RGBW Light Bar 1304 With Dimmer At 70% ROCK1025 Rockville [071] Battery Strip 24 RGBW Light Bar 1305 With Dimmer At 80% ROCK1026 Rockville [071] Battery Strip 24 RGBW Light Bar 1306 With Dimmer At 90% ROCK1027 Rockville [071] Battery Strip 24 RGBW Light Bar 1307 With Dimmer At 100% ROCK1028 Rockville [071] Battery Strip 24 RGBW Light Bar 1308 With Gobo Ring MQ10017 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1309 With Gobo Dandelion MQ10018 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1310 With Gobo BubbleStar MQ10019 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1311 With Gobo Shale MQ10020 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1312 With Gobo Bubbles MQ10021 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1313 With Gobo Waterwheel MQ10022 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1314 With Gobo Mica MQ10023 MARQ [052] Gesture Spot 100 15W LED Moving Head 11CH 1315 With Gobo ThreePartRing ADJ1217 ADJ [082] Inno Pocket Spot Pearl Moving Head Spotlight 9CH 1316 With Gobo WideBubbleStar ADJ1218 ADJ [082] Inno Pocket Spot Pearl Moving Head Spotlight 9CH 1317 With Gobo Dandelion3 UK12019 U `King [087] B242X 30W LED Moving Head Gobo 9CH 1318 Laser Dots Move-To UK12121 U `King [089] Pocket Moving Kaleidoscope/Laser 15CH 1319 Laser Dots Flash UK12120 U `King [089] Pocket Moving Kaleidoscope/Laser 15CH 1320 With Gobo Circle Of Dots CHAU11521 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1321 With Gobo Droopy Waterwheel CHAU11522 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1322 With Gobo Four Heads CHAU11525 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1323 With Gobo Hoop Stack CHAU11526 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1324 With Gobo Biohazard CHAU11527 Chauvet [091] Intimidator Spot 260X Moving Head 14CH 1325 With Small Circle DMR1022 Dominar [092] Beam IP65 Moving Head 14CH 1326 With Medium Circle DMR1025 Dominar [092] Beam IP65 Moving Head 14CH 1327 With Gobo Cactus DMR1027 Dominar [092] Beam IP65 Moving Head 14CH 1328 With Gobo Triangle DMR1028 Dominar [092] Beam IP65 Moving Head 14CH 1329 With Gobo Plus DMR1029 Dominar [092] Beam IP65 Moving Head 14CH 1330 With Gobo Bar Stack DMR1031 Dominar [092] Beam IP65 Moving Head 14CH 1331 With Gobo Clover DMR1032 Dominar [092] Beam IP65 Moving Head 14CH 1332 With Gobo Four Dots DMR1035 Dominar [092] Beam IP65 Moving Head 14CH 1333 With Gobo Bar DMR1037 Dominar [092] Beam IP65 Moving Head 14CH 1334 Red Laser Flash KTV10000 KTV Lights [207] A3 Animation Laser 16CH 1335 Green Laser Flash KTV10016 KTV Lights [207] A3 Animation Laser 16CH 1336 Blue Laser Flash KTV10032 KTV Lights [207] A3 Animation Laser 16CH 1337 Yellow Laser Flash KTV10048 KTV Lights [207] A3 Animation Laser 16CH 1338 Magenta Laser Flash KTV10064 KTV Lights [207] A3 Animation Laser 16CH 1339 Cyan Laser Flash KTV10080 KTV Lights [207] A3 Animation Laser 16CH 1340 White Laser Flash KTV10096 KTV Lights [207] A3 Animation Laser 16CH 1341 Rainbow Laser Flash KTV10112 KTV Lights [207] A3 Animation Laser 16CH
The Tomshine Moving Head Color Gobo fixtures, Standard Fixture IDs 027 and 028, are available from Amazon (30W version: ASIN B07T2GB74X; 80W version: ASIN B073S78V3Q). Although the two fixtures have roughly equivalent sets of capabilities, their DMX personalities are completely different, so effects created for one are not compatible with the other. Please use the conversion function (Fixture cloning — changing a fixture’s type and converting its effects) if you need to exchange fixtures in a designed show. Figure 1 – Tomshine 80W Moving Head Color Gobo Both fixtures have 9 channel and 11 channel options, which you can select from the fixture's DMX panel. Effects in Finale 3D are compatible only with the 9 channel mode. Table 1 – DMX personality choices DMX personality ("DMX Channel Mode") Supported in Finale 3D 9CH YES 11CH NO Instructions To design a show for Tomshine fixtures, please follow the steps in DMX basic instructions and Light fixtures basic instructions. If you don't already have a compatible firing system or controller capable exporting a DMX script, please refer to Supported firing systems and controllers (DMX) for the list of available hardware options. Choosing the DMX channel ranges for fixtures Each fixture requires multiple channels, so if you are putting multiple fixtures in the same DMX Universe, you need to set the Start Address on the fixture in the real world and the corresponding DMX Channel Base on the fixture in Finale 3D to a range of channels that doesn't overlap with others. A DMX universe has channels 1-512. If you want to pack as many fixtures into the 512 channels of a DMX universe as you can, back-to-back ranges are the most efficient. Table 2 shows an example for 9-channel fixtures. Some DMX firing systems and controllers only support 50 or 100 channels, so you may not have all 512 channels to work with. Table 2 – Example channel ranges for 9-channel fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-9 2 10 10-18 3 19 19-27 4 28 28-36 5 37 37-45 6 46 46-54 7 55 55-63 8 64 64-72 9 73 73-81 10 82 82-90 ... 56 496 496-504 Technical details The following tables show the technical specifications of the fixtures, as tested by the Finale support team. Table 3 – DMX channels for 9CH personality (80W version) DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pan (0 = forward; 170 = 360°; 255 = 540°) Channel 2 (DMX Channel Base + 1) Tilt (0 = -25° below horizontal; 128 = 90°; 255 = 205°, which is 25° below horizontal on the backside) Channel 3 (DMX Channel Base + 2) Motor speed (0 = max; 255 = min) Channel 4 (DMX Channel Base + 3) Dimmer (0 = OFF; 255 = max) Channel 5 (DMX Channel Base + 4) Strobe (see table below) Channel 6 (DMX Channel Base + 5) Color (see table below) Channel 7 (DMX Channel Base + 6) Gobo (see table below) Channel 8 (DMX Channel Base + 7) Unknown (set to 0) Channel 9 (DMX Channel Base + 8) Unknown (set to 0) Table 4 – DMX channels for 9CH personality (30W version) DMX Channel Meaning Channel 1 (DMX Channel Base + 0) Pan (0 = forward; 170 = 360°; 255 = 540°) Channel 2 (DMX Channel Base + 1) Tilt (0 = 0° horizontal backward; 128 = 90°; 255 = 180°, horizontal forward) Channel 3 (DMX Channel Base + 2) Color (see table below) Channel 4 (DMX Channel Base + 3) Gobo (see table below) Channel 5 (DMX Channel Base + 4) Strobe and ON/OFF control (see table below) Channel 6 (DMX Channel Base + 5) Dimmer (0 = OFF; 255 = max) Channel 7 (DMX Channel Base + 6) Motor speed (0 = max; 255 = min) Channel 8 (DMX Channel Base + 7) Unknown (set to 0) Channel 9 (DMX Channel Base + 8) Unknown (set to 0) Moving head effects are implemented by setting the motor speed based on the "from" and "to" trajectory angles and the span of time between the "from" and "to" effects. The speed channel value is calculated from the inverse of the degrees-per-second-for-speed-channel-value function. Figure 2 shows the measured degrees per second of the fixtures for various speed channel values between 0 and 255, and the curve chosen to fit those values. The curve is specified in the DMX patch for the fixture's effects. While it is possible to specify curves that are much closer to the sampled values, these curves, which don't look accurate at all, have been manually tuned to deliver optimal real world results. Figure 2 – Motor speeds Table 5 – Strobe values (80W) DMX Value Strobe Speed 0-7 No strobe 8-111 Uselessly slow 112-131 Slow to fast (Finale 3D uses 112, 120, and 128 for slow, medium, and fast) 132-255 Useless effects Table 6 – Strobe and ON/OFF control values (30W) DMX Value Strobe and ON/OFF control 0-7 Light off 8-15 Light on 16-131 Slow to fast (Finale 3D uses 92, 105, and 128 for slow, medium, and fast) 132-255 Useless effects Table 7 – Color values (80W version) DMX Value Color 0-7 White 8-15 Red 16-23 Green 24-31 Blue 32-39 Yellow 40-47 Orange 48-55 Cyan 56-63 Magenta 64-255 Useless combinations Table 8 – Color values (30W version) DMX Value Color 0-7 White 8-14 Red 15-22 Cyan 23-28 Orange 29-35 Blue 36-42 Yellow 43-49 Green 50-56 Magenta 57-255 Useless combinations Table 9 – Gobo patterns (80W version) DMX Value Finale 3D Identifier Image 0-7 NoGobo No gobo 8-15 NorthStar 16-23 ArrowHeads 24-31 WaterWheel 32-39 Star 40-47 Ellipses 48-55 Atom 56-63 StarPieces 64-255 Useless combinations Table 10 – Gobo patterns (30W version) DMX Value Finale 3D Identifier Image 0-7 Atom 8-15 ArrowHeads 16-23 NoGobo 24-31 StarPieces 32-39 Dandelion 40-47 WaterWheel 48-55 Star 56-63 Sunflower 64-255 Useless combinations Programmer notes The color and gobo mechanisms of these fixtures require careful programming of the DMX Patches. Programmers who are implementing effect libraries for Tomshine fixtures may benefit from these notes: The 30W Tomshine fixture's "no gobo" pattern does not correspond to the DMX gobo channel value of 0, as you can see in Table 10 (it corresponds to 16-23). The one-shot "Flash" effects do not set the gobo channel, so the user must insert an initialize/reset fixture effect at the beginning of the shot to set the gobo channel to the "no gobo" range (16-23) by default. The 30W Tomshine fixtures gobo channel value range of 0-7 corresponds to the gobo that is not the default. The DMX Patch for the initialize fixture effect sets the gobo to remain with an "end" value of 20 ("no gobo"), but "end" values in DMX Patches may legally be changed by the exporter to 0 as an optimization if the following event begins with the value 0 for the same channel. Consequently, if an event begins with gobo channel value of 0 it could affect a previous gobo value (for instance, changing the "end" value of the initialize fixture from 20 to 0). To prevent this unfortunate side-effect of the gobo channel value of 0, the DMX Patches simply never use the gobo value of 0! The range 0-7 is equivalent, so instead of using the value 0 for the Atom gobo, the DMX Patches simply use 4, which corresponds to the same gobo pattern and is not 0, and does not round down to zero on controllers that use percentage value representations of DMX values 0-100 instead of 0-255 values. DMX Patches for Move-In-Black effects need to set the dimmer value to zero (black) as a backstop instead of leaving it unchanged so Move-To effects will reach back to it and stop there instead of reaching further back to turn on the dimmer. DMX Patches for one-shot "Flash" effects set the color in prefire phase because the color disk needs to move to the correct rotation in advance of the effect to be prepared. Otherwise the audience sees the color wheel spinning to the correct color at the beginning of the effect. The prefire phase in the Tomshine DMX Patches is a luxurious one second by default, but since it compresses against any previous effect rather than overwriting the previous effect, the luxury has no consequence. Since the 30W fixture requires an initialize fixture effect, the fixtureDef in its effects needs to identify it for the error checking and user facing warning messages. Table 11 – Example files and downloads Download link Explanation tomshine-80w-manual.pdf Tomshine 80W User Manual tomshine-30w-manual.pdf Tomshine 30W User Manual