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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
The Generic DMX Relay and Dimmer Flamers are single-channel fixture types in Finale 3D that may work for various kinds of flame systems that are not specifically defined by name. The Generic Effects collection includes a set of flame effects of various heights and durations for both fixture types. The relay fixture simply uses DMX channel values 0 and 255 for OFF and ON. They dimmer fixture uses intermediate values for flames of different heights. Generic Effects also includes a safety channel effect for the generic DMX safety channel fixture, which you can configure at a separate safety channel address (see Safety channels). Figure 1 – Flame machine The DMX personalities for the relay, dimmer, and safety channel fixtures are given in Table 1 - Table 3. Table 1 – DMX channels for Generic [007] DMX Relay Flamer DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (0 = OFF; 255 = ON) Part numbers GFX1000 - GFX9927 representing flame effects with small, medium, large height at durations from 0.1s to 1s. The varying heights are only reflected in the visual simulation, no change in the DMX channel values since the relay does not have dynamic height settings. Table 2 – DMX channels for Generic [008] DMX Dimmer Flamer DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Ignition (0 = OFF; 1-255 = min to max height) Part numbers GFX9928 - GFX9945 representing flame effects with small, medium, large height at durations from 0.1s to 1s. The varying heights correspond to DMX channel values from 1 to 255. Table 3 – DMX channels for Generic [018] DMX Safety Channel DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Activated (0 = OFF; various values = ON, based on effect definition) Part numbers GFX9945, GFX9900, and GFX9902 are safety channel effects that write values 255, 128, and 180 respectively for ON. Use the safety channel effect that corresponds to the ON value range of your hardware's safety channel. Instructions To design a show for generic 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 flamer its own DMX universe, or give each flamer a channel in a shared DMX universe. (B) In the real world configure each physical flamer unit's "Start Address" to match the DMX Channel Base of the fixture in Finale 3D. Add flame effects to the show. (A) Right-click on the flamer positions to add compatible effects from the context menu or to filter the effects window to compatible effects. (B) You will also need to add a "DMX Safety Channel" effect (e.g., part number GFX9945, GFX9900, or GFX9902 ) and to adjust its duration to cover the time range you want the fixture to be eligible to fire. Make your own, or modify existing flame effects. The flamer effects come in a few example durations in the Generic Effects collection, but you can also create your own variations that have arbitrary durations. (A) First copy the original effect by selecting the effect row in 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 if you want the dimmer effect to produce a different DMX value based on the height you need to change it manually in the effect's DMX Patch field. Figure 2 – A show with nine generic flamer fixtures and a safety fixture for the safety channel (the long yellow bar). Choosing the DMX channel ranges for fixtures Each flamer fixture requires a single channel, 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 unique address for each fixture. A DMX universe has channels 1-512. Table 5 shows an example for flamer fixtures. Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with. Table 5 – Example channel ranges for generic flamer fixtures Fixture DMX Channel Base Channels Used 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 ... 512 512 512 Table 6 – Example files and downloads Download link Explanation test-generic-flamer.fin Example show
The firing systems and controllers listed in Table 1 support DMX in scripts exported from Finale 3D. If you have a pyro firing system or DMX light desk that has a facility to import script files in a standard interchange format like a text file and output a DMX signal, please email the documentation of the file format to support@finale3d.com, and Finale may be able to support it. Table 1 – DMX-capable firing systems and controllers Firing system Exported script contains Universe paradigm Universes Channels per universe Cobra Full DMX channel data Each 36M or 72M module can output one independent or shared DMX universe; the universe number is configurable separately from the module numbers; the 18M modules do not support DMX. 1-100 1-200 Fire Control G2 Full DMX channel data One global DMX universe. 1 1-512 FireOne (CSV) Full DMX channel data Each module address is a separate DMX universe. 1-99 1-512 fireTEK Full DMX channel data Each module address is a separate DMX universe. 1-99 1-99 Mongoose Full DMX channel data Each module address is a separate DMX universe. 1-99 1-512 Piroshow Full DMX channel data One global DMX universe; all module addresses serve the same DMX universe. 1 1-512 Pyrodigy Full DMX channel data Each module can output one independent or shared DMX universe; the universe number is configurable separately from the module numbers. 256 1-512 Pyromac V1 Firmware Full DMX channel data One global DMX universe; all module addresses serve the same DMX universe. 1 1-50 Pyromac V2 Firmware Full DMX channel data Pyromac Master modules share the same DMX universe; and Pyromac DMX Boxes each serve their own DMX universe 10 independent DMX Box universes + 1 shared Pyromac Master universe Master: 1-50 DMX Box: 1-512 PyroSure Full DMX channel data Each module address is a separate DMX universe. 1-255 1-255 Pyrotronix Triggers matching pre-programmed presets on the controller One global DMX universe. 1 1-127 Showven Full DMX channel data One global DMX universe. 1 1-512
As a safety measure, most DMX-based flame systems require a safety channel to activate the fixture. Spark systems may require a "Pre-heat" channel, which is analogous to the safety channel. In both cases, the channel must be on for the periods of operation. Figure 1 – Adjust the duration of the safety channel (the long yellow bar) to cover the flame shots (the short yellow bars). Finale 3D has safety channel / pre-heat effects for the fixtures that require them (we'll refer them all as safety channels). To turn the safety channel on for a fixture, you will need to add one or more safety channel effects to the show, and then adjust their durations to cover the periods of operation. Safety channel effects have type "other_effect", which means that unlike the flame effects their durations are adjustable in the script window. You can unhide the Duration column from the blue gear menu in the upper right of the script window, and type the durations in for the safety channel effects to make them the proper length, as illustrated in Figure 1. Separate safety channel addresses Some flame systems like the Galaxis G-Flame and the MagicFX Flamaniac have a facility to specify the safety channel address on the hardware independently of the start address of the other DMX channels that control the fixture (i.e., its DMX personality). The advantage of specifying the safety channel separately is that multiple fixtures in the same universe can share the same safety channel. In Finale 3D all DMX effects -- including the safety channel effects -- ultimately apply to DMX channels relative to and beginning at the DMX Channel Base of the fixture that they are added to. Effects for separate safety channel addresses therefore require creating a separate fixture position specifically for the safety channel (call it the "safety position"), which you can configure with the DMX Channel Base equal to the safety channel address of your hardware. For G-Flames, the fixture type of the safety position should be "Galaxis [016] Safety Channel". The fixture type of the G-Flame fixtures themselves should be "Galaxis [002] G-Flame". You will add one or more "G-Flame [016/0000] DMX Safety Channel" effects to the safety position to cover the periods of operation. Since all your G-Flame units can share the same safety channel, you only need a single safety position, as shown in Figure 2, though if you want to have different safety channels for different G-Flame fixtures you can do that too. Figure 2 – Separate safety channels require a "safety position" with DMX Channel Base equal to the hardware's safety channel address. Integrated safety channel addresses Flame and spark systems like the Explo X2 Wave Flamer and Showven Sparkular include the safety channel inside the DMX channel range that controls the fixture (the DMX personality). Thus each fixture needs its own safety channel effects. Unlike the systems with separate safety channel addresses, you won't need a separate safety position for systems with integrated safety channel addresses. You can just add the effects to the flame fixtures directly. A nine position show layout might look like Figure 3. Figure 3 – Integrated safety channels do not require a "safety position." Just add the safety channels to the flame fixtures. Since systems with integrated safety channel addresses need a safety channel effect for each fixture, the timeline can quickly become overwhelmed if you have even a few fixtures in the show, looking like Figure 4. To clean up the timeline, select the safety channel effects and press the "G" key (or do the menu item, "Script > Groups > Combine as group") to collapse all the safety channel effects on the timeline into a single horizontal bar, looking again like Figure 1. Figure 4 – Unusable! "Combine as group" will collapse these safety effects into a single yellow bar.
Every DMX fixture requires a range of one or more channels to control its functions. You can define the channel range manually in the "Configure position as DMX fixture" dialog, or you can use the function "Assign DMX channel ranges to fixtures" to assign DMX channel ranges automatically, back to back. You can use this function to assign or re-assign the ranges for all fixtures or just a set of selected fixtures. If assigning only the selected fixtures, the assignments will avoid collisions with the other fixtures and will fill in any channel gaps between them. Figure 1 shows nine fixtures configured as Explo X2 Wave Flamer fixtures. If you do the "Assign DMX channel ranges to fixtures" function for all fixtures, you will get the dialog of Figure 2. Figure 1 – Master fixtures are displayed as blue squares. The Explo X2 Wave Flamer fixture requires six channels. Nine fixtures times six channels is 54 channels, so the summary in the dialog makes sense. In the absence of specifying a DMX universe, the assigned ranges begin with DMX universe 1. Figure 2 – Nine fixtures, each requiring six channels, requires 54 channels total. Open the positions window to see the details of the ranges. In this simple example, the nine fixtures shown in the right-most column of Figure 3 are obvious. Other examples with slave fixtures, multiple DMX universes, and various kinds of fixtures requiring different numbers of channels can make the summary in the positions window more of a necessity. Figure 3 – Master fixtures need non-overlapping DMX channel ranges. Slave fixtures Slave fixtures in Finale 3D are associated with their masters by their DMX Universe and DMX Channel Base fields, which define the channel ranges that the fixtures listen to. The "Assign DMX channel ranges to fixtures" function preserves existing connections between slaves and their masters when used to re-assign existing channel ranges. The masters will be re-assigned to the first available channel range, and their slaves will tag along, assigned to the same channel ranges as their masters. Algorithm The assignment algorithm supports assigning channel ranges to fixtures for the first time, and also re-assigning channel ranges. In the case of re-assigning channel ranges, the algorithm preserves the existing DMX universes of fixtures that already have them defined, searching for available channel ranges within the same universes. In the case of assigning channel ranges for the first time, the algorithm will search for the first available channel range in any universe, beginning with the first DMX universe with any existing assignments, or universe number 1 if starting from scratch. Obviously, the algorithm can only assign channel ranges for pre-defined fixture types. You can script for fixtures of type "<Any DMX Fixture>" but the channel assignment algorithm will leave those fixtures unassigned since it doesn't know how many channels the fixtures require. The assignment algorithm always avoids conflicts with existing, non-selected fixtures. Thus if you have already assigned channel ranges for a partially scripted show, and you subsequently add more fixtures and assign channel ranges just to them, the new assignments will not conflict. The algorithm also re-assigns fixtures that have existing DMX Universe and DMX Channel Base values before assigning fixtures for which those fields are blank. Thus in the example of adding more fixtures to a partially scripted show, if you select all fixtures including the existing and the new fixtures and assign/re-assign channel ranges to them, the existing fixtures will be re-assigned first, preserving their universes, and the new fixtures will be assigned second, filling gaps and adding onto the end. Finale 3D supports two levels of universes, with a subtle naming distinction: "Universe" and "DMX Universe". For Finale 3D, Universe splits a show at the highest level. Finale 3D will export a separate firing system script for every Universe in the show, which may even represent different firing systems. DMX Universe is a DMX term identifying a bank of 512 channels that a fixture can be assigned to listen to. A firing system script corresponding to a single Universe may contain DMX data for multiple DMX Universes, which is an obvious requirement for firing systems that support multiple DMX universes in the same show (see Table 2 of Exporting for a list of firing systems that support multiple DMX Universes, and those that support a single, shared DMX Universe). Most shows use a single firing system and a single Universe, so the most important thing to remember about the Universe field is just not to confuse it with DMX Universe. In the context of DMX discussions, the word "universe" almost always means DMX Universe. Error messages The assignment function may return the errors listed in Table 1. Table 1 – Error messages Error message Explanation Too many channels used Fixtures being re-assigned to channel ranges in their existing universes won't fit in 512 channels. This error can occur if you change the type of fixtures to a fixture type that requires more channels in its DMX personality. The re-assignment function preserves the universe, but if each fixture requires more channels then they may no longer fit. Unknown fixture type Fixtures of type "<Any DMX Fixture>" do not have a defined number of channels in their DMX personality, so you must assign their DMX Universe and DMX Channel Base manually. Slave without master Slaves associate with masters that have the same DMX Universe and DMX Channel Base. If a slave doesn't have those fields, or if those fields refer to a non-existent master, then the assignment function may return an error. As a convenience, if the show contains slaves and only a single master fixture, the assignment function will assign the slaves to whatever channel range it assigns the master fixture, since there are no other options.
As there are tens of thousands of DMX fixtures and uncountably many variations of effects, the concept of a "Standard Fixture ID" or a "Standard Effect ID" may sound improbable, but that doesn't diminish the value in organizing and categorizing the fixtures and effects that Finale 3D does know about while still allowing users to add their own fixtures and define their own effects for use in Finale 3D with user-defined fixture IDs. Standard Fixture IDs and Standard Effect IDs make it possible to convert effects from one fixture to another (Fixture cloning). The Standard Fixture IDs also make it possible for the Finale 3D user interface to filter the effect choices that can be added to a fixture according to their compatibility, and to error check at times of addressing and exporting that the show does not contain any incompatibilities. Standard Fixture IDs are integers in the range 1 - 99 and 200-999999. User-defined fixture IDs are any integers in the range 100-199. To avoid fixture ID conflicts with other users when collaborating, users can request Standard Fixture IDs for their fixtures by emailing Finale support. Finale maintains the registry of Standard Fixture IDs as a simple and free service. Standard Effect IDs are in the range 0 - 999999. Users can define their own effect IDs arbitrarily if they aren't concerned with converting those effect definitions between different fixture types. Users can simply use the number "1" for all their user-defined effect IDs, for example. If interested in contributing to the registry of effects that can be converted between fixture types, users can email Finale support to add their effect definitions as Standard Effect IDs. A list of Standard Fixture IDs for flame and spark fixtures is here. A list of Standard Effect IDs for flame and spark fixtures is here. Implementation Figure 1 shows some DMX effects in the effects window that have Standard Effect IDs and Standard Fixture IDs. The IDs are simply an annotation in the effect description, nothing more. They are two numbers, separated by a slash and surrounded by square brackets. The first number is the Standard Fixture ID that the effect is compatible with. The second is the Standard Effect ID that identifies the fixture independent meaning of the effect. For example, many different flame fixtures have the concept of a safety channel effect. Their implementation may be different, as different fixtures place the safety channel at various offsets and require various values or ranges of DMX values to activate the fixture. Despite the difference in implementation, though, the concept of a safety channel is the same for all fixtures, so it makes sense that a safety channel effect can have Standard Fixture ID that means, "safety channel." The two underlined effects in Figure 1 have the same effect IDs (0201) but different fixture IDs (003 and 004). These fixture IDs represent two different DMX modes of the MagicFX Flamaniac flamer fixture that have completely different DMX personalities. From Finale 3D's perspective, a Mode1 Flamaniac is a different type of fixture from a Mode2 Flamaniac, and each has a set of effects that is compatible with it. If you design a show with Mode1 Flamaniac fixtures and subsequently decide that you prefer to operate your hardware in Mode2, you can use the Finale 3D function "Change DMX fixture and convert effects..." to convert the show. The Standard Effect IDs and Standard Fixture IDs enable the conversion of the show's effects with a simple replacement scheme: for each effect in the show with fixture ID 003 in its description, find a replacement with the same effect ID (0201 in this case) and the desired replacement fixture ID 004. Figure 1 – Standard Fixture IDs and Standard Effect IDs make it possible to convert effects from one fixture to another. Generic fixtures and user-defined effects The DMX Fixture Type option of "<Any DMX Fixture>" in the fixture properties dialog makes the fixture compatible with all DMX effects, no matter what fixture IDs are embedded in their description if any at all. Users can create their own DMX effects and add them to fixtures of type "<Any DMX Fixture>" without any issue. The fixture cloning feature is not available for fixtures of this generic type, and the features that automatically assign channel ranges to fixtures are also not available, but there are no other functionality limitations. Figure 2 – Users can add their own fixture types as "<Any DMX Fixture>" and can use DMX Effect Filter for compatibility filtering. The filtering of effects by compatibility in the "Add DMX effect to fixture" function is available for user-defined effects by way of the DMX Effect Filter field. When you select a pre-defined fixture type, the DMX Effect Filter fills in automatically with the fixture ID surrounded by bracket and slash. Effects are filtered to effects whose descriptions contain the DMX Effect Filter phrase as a substring. Thus for user-defined effects, you can add your own made-up fixture ID in this field to filter the fixture to a set of effects that you have defined with the same made-up fixture ID. Fixture IDs beginning at 1000000 are reserved for user-defined effects, so if you define your own fixtures IDs as 1000000 or higher, you are guaranteed they will not conflict with pre-defined fixture IDs.
Fixture cloning is the replacement of one type of fixture in a designed show with another, along with the necessary conversion of their effects. Obviously, not all fixtures have the same set of capabilities, so it may not be possible to convert effects from one to the other exactly. The fixture cloning feature in Finale 3D supports options for exact match and approximate match. If you select approximate match as in Figure 1, you are guaranteed that all effects will be converted one way or another, so if you then re-assign channel ranges for the new fixtures ("Assign DMX channel ranges to fixtures..." from the DMX menu) and re-address ("Address show..." from the Addressing menu) and export ("Export > Export firing system script file(s)" from the File menu), you know you will end up with a working script. Figure 1 – If you allow approximate matches, the fixture cloning feature is sure to convert all your effects to the new fixture. Implementation The fixture cloning feature is enabled by Standard Effect IDs and Standard Fixture IDs (details here). As an example, the two underlined effects in Figure 2 have the same effect IDs (0201) but different fixture IDs (003 and 004). These fixture IDs represent two different DMX modes of the MagicFX Flamaniac flamer fixture that have completely different DMX personalities. From Finale 3D's perspective, a Mode1 Flamaniac is a different type of fixture from a Mode2 Flamaniac, and each has a set of effects that is compatible with it. Figure 2 – Fixture cloning is a simple replacement scheme based on Standard Fixture IDs and Standard Effect IDs. If you design a show with Mode1 Flamaniac fixtures and subsequently decide that you prefer to operate your hardware in Mode2, you can use fixture cloning to convert the show. The implementation of this function is a simple replacement scheme: for each effect in the show with fixture ID 003 in its description, find a replacement with the same effect ID (0201 in this case) and the desired replacement fixture ID 004. Exact match only -- unchecked If no replacement candidate exists with the same effect ID, and if the "Exact match only" checkbox in Figure 1 is not checked, then the replacement effect will be chosen according to these criteria for the effect ID of the candidate replacement effect: Effect ID is the "Default Effect ID" of the desired replacement fixture. User-defined fixtures currently do not have defined Default Effect IDs, so this criterion applies only to pre-defined fixtures. Effect ID = 0001. Lowest effect ID > 0001. Effect ID = 0000. Effect ID undefined. The reason effect ID = 0000 is lower priority than 0001 and all the others is that effect ID = 0000 corresponds to a safety channel effect for flames (see Standard Effect IDs for flames and sparks), which has some special characteristics that make it a bad default. Choosing effect ID = 0001 or the lowest effect ID > 0001 is arbitrary and obviously doesn't guarantee a good choice, but it is at least well defined. If an effect library contains a placeholder effect with effect ID = 0001, that's the effect that will be chosen when exact matches aren't found.
Slave fixtures are a way to make multiple fixtures act in parallel. Fixtures are either master fixtures, or slave fixtures. You never add effects to slave fixtures in Finale 3D. Instead, you configure the slave fixtures to have the same DMX Universe and DMX Channel Base as a master fixture, whereupon the slave fixtures will display the same effects as the masters that they refer to. In the physical world, the slave fixtures can be wired to their masters in special "slave" mode, or they can simply be configured to listen to the same DMX channel range as the masters, just like in Finale 3D. The advantage of using slave fixtures to design your shows is that if your show involves fixtures that you want to act in parallel, it is simpler to connect them as master/slaves and then design your show by inserting effects into the masters only, while seeing the results in all. That way, they are sure to act in parallel, and the show design is easier to manage on the timeline because you don't need to add effects for the slaves. If you look all the way down at Figure 5, you'll see a Wave Flamer show that uses slave fixtures and mirroring to produce an impressive effect with just a single effect in the show. The timeline has only a single bar in it! Figure 1 – Master fixtures are displayed as blue squares. In Finale 3D, master fixtures are drawn as blue squares, as in Figure 1 which depicts what a show layout might look like after adding nine positions and configuring them as fixtures. Figure 2 shows the default channel ranges assigned to the fixtures if you leave the checkbox "Auto-assign DMX channel ranges" on in the "Configure as DMX fixtures" dialog when you initially configure them (right-click on the positions to get to the configuration dialog). In this example, the DMX Fixture Type is Explo X2 Wave Flamer, which has a six-channel DMX personality, so each fixture when configured so as to operate independently requires a channel range of six channels, as shown in the right-most column in the Figure 2 window. Figure 2 – Master fixtures need non-overlapping DMX channel ranges, which the "Auto-assign DMX channel ranges" provides. If you want all nine fixtures to act in parallel, you need to designate one as the master and the others as slave fixtures. In the initial configuration shown in Figure 2, all the fixtures are masters (the Position Type column says "fixture" which implies master). The easiest thing to do is to leave the first fixture as it is, and re-configure the others to be slaves that refer to the first fixture as their master. Select fixtures 2-9 in the design view, then right-click on them to reconfigure them as slaves, as shown in Figure 3. Fill in the DMX Universe and DMX Channel Base to match the channel range of the master, which you can get from the positions window in Figure 2. Uncheck the "Auto-assign DMX channel ranges" checkbox because you are setting the channel ranges explicitly. In this case you do not want Finale 3D to auto-assign ranges to the fixtures. Figure 3 – To configure fixtures as slaves, set their DMX Universe and DMX Channel Base to match the master that they refer to. After re-configuring the slave fixtures, the positions window will show the results depicted in Figure 4. The first fixture is a master; the others are slaves. All of them are listening to the same DMX channel ranges. Figure 4 – The positions window shows whether slaves have the same DMX Universe and DMX Channel Base as their intended master. Many DMX fixtures in the physical world have an option to configure the hardware to "mirror" or "tilt reverse" the angles of their effects. This option is a nice addition to the concept of slave fixtures, as it means that you can set up slave fixtures to act like their masters except being a mirror image, which is particularly useful for creating designs that feel symmetric on the left and right sides. In Finale 3D you can similarly configure fixtures in the configuration dialog by changing their DMX Fixture Angle field to "Pan 180 (mirror)". The scene of Figure 5 depicts a Wave Flamer show with only one effect in the entire show. That one effect is on the master fixture on the left. The other fixtures are all slaves to the master. The four fixtures on the right are mirrored in their configuration of the DMX Fixture Angle. When you print out the "DMX Fixture Setup" report from the reports menu, the setup instructions include a note of the DMX Fixture Angle, to remind you when setting up the show of which fixtures need to be configured to "mirror" in the physical world. Figure 5 – Slave fixtures and mirroring can produce an impressive show with just a single effect on the timeline.
Finale 3D supports DMX and hybrid DMX/pyro shows with flame, special effects, and lights. The scripting paradigm is the same as for pyro -- add effects to positions, and arrange them on the timeline and in the 3D view. Finale 3D exports DMX scripts for firing systems and controllers that generate DMX signals based on script files (list). The vision for hybrid DMX/pryo shows is championed by music festivals like Defqon.1 in the Netherlands (video here), Tomorrowland in Belgian, the Electric Daisy Carnival in the United States, and more. It may also be possible to replace some of the pyro effects in smaller proximate shows with DMX lights and special effects, decreasing the product cost and increasing the profit margins of the display company. Video 1 – DMX show design tutorial Positions are fixtures When designing DMX shows in Finale 3D, the positions are the DMX fixtures themselves -- lights, flame systems, special effects, etc. Right-click on the positions to configure them as fixtures, and then add DMX effects to the fixtures analogously to adding pyro effects to launch positions. DMX fixtures are drawn as blue squares instead of yellow disks, as shown below in Figure 1. Figure 1 – Designing a DMX show with flame and spark fixtures. Every DMX fixture listens to a range of channels in a DMX universe that control the functions of the fixture. Multiple fixtures can listen to the same range, in which case they will act in parallel (see slave fixtures, below). It is important that independent fixtures have their own, non-overlapping ranges of channels. Functions in Finale 3D like, "Assign DMX channel ranges to fixtures" make it easy to set up the fixtures for operation (Assign DMX channel ranges to fixtures). You can look at the positions window to examine the channel ranges, as shown in Figure 2. Figure 2 – The positions window shows the DMX channel ranges of the fixtures. Add effects to fixtures A DMX fixture will be compatible with a specific set of effects associated with the fixture. An Explo X2 Wave Flamer effect is only compatible with Explo X2 Wave Flamer fixtures. Same for Galaxis G-Flame effects and G-Flame fixtures. Same for par light effects and the specific light fixture that they are made for. The reason effects are restricted to the fixtures they are made for is two-fold. For one, effects for different kinds of fixtures wouldn't make any sense to mix and match, as obviously a flame fixture can't produce sparks or green par light effect. For two, the effect definitions contain within them small programs called DMX patches that translate the visual appearance of the effect and its parameters such as the duration and angle into the set of DMX channel values that make the fixture produce that effect. The DMX channel values are fixture dependent. Even if flame systems from two different manufacturers are capable of producing the same effect, the DMX channel values required for the fixtures are almost always different. For pyro, you can add any kind of effect to a launch position. For DMX, you can only add effects that are compatible with the fixture that the position represents. Since the fixtures limit the choices, Finale 3D provides a right-click menu on the fixtures themselves to add effects. Some kinds of DMX effects have adjustable angles. The Explo X2 Wave Flamer and the MagicFX Flamaniac flame system are examples of fixtures that support "rotatable" effects. Although the Wave Flamer and the Flamaniac produce angled flame effects in entirely different ways -- the Wave Flamer with a rotating nozzle and the Flamaniac with multiple fixed-angle nozzles -- the paradigm for designing with these effects is exactly the same: insert a rotatable flame effect, and then drag the top of the dotted trajectory to the angle you want for the effect, or select a collection of rotatable effects in the show and put them into a fan using the "Script > Angles > Make into fan" function. The user interface for rotatable flame effects and DMX effects in general is exactly the same as for pyro. Finale 3D takes care of calculating the corresponding DMX channel values to produce the angle that you've chosen, or rounded to the nearest angle for systems like the Flamaniac. Slave fixtures The scene in Figure 1 has sixteen fixtures, but the timeline in that scene has only two effects in it. If multiple fixtures listen to the same DMX channel range, they will act in parallel. For any set of parallel acting fixtures, one is chosen to be the master by setting its Position Type to "DMX Fixture (Master)". The others are "DMX Fixture (Slave)". The link between the master and the slaves is that they all are configured with the same DMX Universe and DMX Channel Base, which defined the range of channels they listen to. Only add effects to the master fixture. The associated slaves will display whatever the master is displaying, both in the physical world and in Finale 3D. That's why Figure 1 has only two effects in the timeline. That's all it takes! You may have noticed in Figure 1 that the flames on the right side are angling in the opposite direction as the flames on the left. Many types of DMX fixtures have a "mirror" or "tilt-reverse" setting that causes the angles to flip around. The right-most four flame fixtures have an angle setting like that turned on in Finale 3D, which causes their angles to aim in the opposite direction. For further instructions on slaves and mirroring, see Slave fixtures. Safety channels DMX flame fixtures typically require a safety channel to activate the fixture. Finale 3D provides a safety channel effect that you add to the show and set the duration of to cover the desired active period of the fixtures. Safety channels need to be set up differently depending on whether the fixture has separate safety channel addresses or integrated safety channel addresses. For instructions for specific flame systems, please see Safety channels. Addressing and exporting a script Like pyro shows, DMX and hybrid DMX/pyro shows are based on an exported script. After designing your show, do the "Address show" function from the Addressing menu, and then "Export > Export firing system script(s)..." from the File menu to export the script. If there are any problems in the script, like overlapping channel ranges or incompatible effects, the addressing and export functions will catch the errors and report them to you. Printing a setup report DMX shows usually don't require a report listing the effects, but they do require a report with instructions for setting up the fixtures. The report in Figure 3 uses the default report template for DMX fixtures. This example corresponds to the show in Figure 1, with sixteen fixtures total, all but two being slaves and four of them being mirrored ("Pan 180" in Finale 3D's terminology). This report template, which is based on the information in the positions window, includes the essential information for setting up DMX shows, though you may decide to customize the report template for your own purposes or generate a different style of report from the script window. Figure 3 – The DMX Fixture Setup report for the show of Figure 1.
There are a lot of DMX fixtures in the world. Table 1 lists the DMX fixtures that Finale 3D currently supports with predefined fixture definitions, standard effects, and simulations. If your fixture matches one of these, or is compatible with it, then you are in luck -- in Finale 3D simply right click your position and configure it as a DMX fixture from the menu, and choose your fixture. If your fixture isn't on this list, please download or scan the user's manual of your fixture and send it to Finale support, asking us to add support for your fixture. As of November, 2025 Finale's DMX support team is able to add fixture implementations within a week or two depending on the complexity. Table 1 – Supported fixtures Brand ID ID Manufacturer Fixture Name Category Number of DMX Channels Manual and Notes ADJ 045 ADJ Fog Fury Jett Fog Jet Machine Fog Jet Machine 7CH 28596-ADJFOGFURYJETTPROUserManual.pdf ADJ 082 ADJ Inno Pocket Spot Pearl Moving Head Moving Head 9CH inno_pocket_spot_pearl.pdf ADJ 049 ADJ QWH12X RGB Par Light Par Light 8CH Adj Flat Par QWH12X.pdf ANO 206 Anonymous 12W RGBW Pinspot Spotlight Spotlight 6CH MINI SPOT CHANNEL map.pdf ANO 095 Anonymous 150W Mini Beam Spot LED Moving Head Moving Head 12CH 150W Beam Spot LED Moving Head Manual.pdf ANO 036 Anonymous 5 Head Flamer Flame Machine Flame Machine 7CH Fan Flame Machine.pdf ANO 085 Anonymous Beam 230 7R Moving Head Moving Head 16CH Beam 230w 7r user manual.pdf ANO 005 Anonymous Easy Dancing 36x1W Par Light Par Light 7CH easydancing-manual.pdf ANO 204 Anonymous ML-B150 150W LED Beam Moving Head Moving Head 17CH ML-B150-Pyrotechnics-QR.pdf ANO 072 Anonymous RGB Fog Jet Machine Fog Jet Machine 7CH Fog Machine.pdf ANO 059 Anonymous Small Steel Gun 120W Moving Head Moving Head 16CH MANUAL.pdf ANO 006 Anonymous Spray The Fire Flame Machine Flame Machine 2CH spray-the-fire-user-manual.pdf ANO 067 Anonymous Water Low Fog 3000W Fog Jet Machine Fog Jet Machine 2CH Water Low Fog 3000W.pdf ATM 063 AtmosFEAR Hex Jet Fog Jet Machine Fog Jet Machine 10CH atmosfear-hex-jet_manual_rev_c.pdf AUV 035 Auvi Spark Sparks Machine Sparks Machine 3CH auvi-spark-user-manual.pdf BET 090 Betopper LM70S DJ Mini Moving Head Moving Head 9CH BETOPPER Moving Head LM70 LM70S Manual.pdf BET 050 BETOPPER P54 54x1.5W RGB Par Light Par Light 7CH LPC007-LPC008_LPC08-H_BETOPPER_DJ_PAR_Light_User_Manual.pdf BMZ 041 BeamZ BBP60 Par Light Par Light 10CH beamz-bbp60-manual CHV 091 Chauvet 260X Intimidator Spot Moving Head Moving Head 14CH Intimidator_Spot_260X_UM_Rev2.pdf CHV 079 Chauvet EZpar 64 Par Light Par Light 8CH EZpar_64_RGBA_UM_Rev1_WO-1.pdf CHV 078 Chauvet Geyser RGB Fog Jet Machine Fog Jet Machine 8CH GeyserRGB_UM_Rev8_WO-1.pdf CHV 209 Chauvet Rogue Outcast 2 Moving Head Moving Head 20CH Rogue_Outcast_2_Hybrid_UM_Rev4.pdf CHV 031 Chauvet Scorpion Dual Laser Laser 10CH scorpion-manual.pdf CHV 051 Chauvet Slim Par 56 Par Light Par Light 7CH SlimPAR_56_UM_Rev1.pdf COB 048 Cobra 36x1W Par Light 7CH Par Light 7CH DMX LED Digital Display Par Lighting Instructions.pdf DJX 219 DJXFLI 180W Moving Head Moving Head 14CH DJXFLI 180W Moving Head Light (scan).pdf DJX 093 DJXFLI Beam 120W Beam + Spot Moving Head Moving Head 12CH DJXFLI 120 Beam+Spot LED moving head.pdf DOM 092 Dominar Beam IP Moving Head Moving Head 14CH Dominar IP manual.pdf ENE 094 Erik Nelson Diamond Pro Venue 460 Moving Head Moving Head 25CH PRO-460.pdf EWY 230 Eway LUX-FR2 Flame Machine Flame Machine 6CH lux-Fr2 Manual.pdf EXP 032, 033 Explo GX2 Flame Machine Flame Machine 1CH, 1CH GX2 v2.0 (ENG).pdf EXP 034 Explo GX3 Power Flame Flame Machine Flame Machine 4CH GX3 Power Flame v1.3 EN.pdf EXP 001 Explo X2 Wave Flamer Flame Machine Flame Machine 6CH X2 Wave Flamer v2.0 ENG.pdf FRG 064 Froggy's Fog Hyperion D6 Fog Jet Machine Fog Jet Machine 17CH ffm-hyperion-d6-froggys-fog-fog-machine-user-manual2.pdf GEN 217 Generic Generic 128 Safety Channel Safety Channel 1CH (Use for generic flame machines w/ separate safety channel base address, ON = 128) GEN 018 Generic Generic 255 Safety Channel Safety Channel 1CH (Use for generic flame machines w/ separate safety channel base address, ON = 255) GEN 008 Generic Generic Dimmer Flame Machine Flame Machine 1CH (Use for generic 1CH variable height flame machines) GEN 069 Generic Generic Dimmer Spotlight Spotlight 1CH (Use for generic 1CH dimmer spotlight fixture) GEN 007 Generic Generic ON/OFF Flame Machine Flame Machine 1CH (Use for generic 1CH ON/OFF flame machines) GEN 068 Generic Generic ON/OFF Spotlight Spotlight 1CH (Use for generic 1CH spotlight fixture, ON = 255) GLX 002 Galaxis G-Flame Flame Machine Flame Machine 1CH + separate safety channel [016] User-Manual-G-Flame-V2.40-007.pdf GLX 016 Galaxis Safety Channel Safety Channel 1CH User-Manual-G-Flame-V2.40-007.pdf HAN 083 Hansol Hurricane-AW Flame Machine Flame Machine 19CH Hurricane AW manual.pdf (Standard effects for this fixture do not include the predefined angle single shots or "autoshow" programs. Standard effects automatically set the electric spark channel with each event prior to the event time.) HAN 057 Hansol Sunshine Fixture: 5 Head w/ Pilot Only Flame Machine Flame Machine 5CH + separate safety channel [058] Sunshine Single 16L & 30L.pdf HAN 055 Hansol Sunshine Fixture: 5 Head w/ Safety And Pilot Flame Machine Flame Machine 5CH + separate safety channel and pilot light [056] Sunshine Single 16L & 30L.pdf HAN 058 Hansol Sunshine Pilot Only: Pilot At +0 Flame Machine 1CH Sunshine Single 16L & 30L.pdf (This separately addressed safety channel fixture has one channel, which is the pilot light acting as a safety channel) HAN 056 Hansol Sunshine Safety And Pilot: Safety At +0 And Pilot At +1 Safety Channel 2CH Sunshine Single 16L & 30L.pdf (This non-standard safety channel fixture has two channels, not one, a safety channel at +0 and pilot at +1) HAN 053 Hansol Volcano Flame Machine Flame Machine 1CH + separate safety channel [054] Volcano0811-Black-1-1.pdf HAN 054 Hansol Volcano Pilot Light / Safety Channel Safety Channel 1CH Volcano0811-Black-1-1.pdf (Pilot light acting as safety channel) HGH 077 High End Uno Moving Head Moving Head 15CH uno.pdf KRM 074 Karma LED Par120 Par Light Par Light 8CH karma-LED_PAR120_17105.pdf KTV 207 KTV Lights A3 RGB Animation Laser Performer Laser Laser 16CH A3 RGB Animation Laser Performer Manual.pdf MFX 003, 004 MagicFX Flamaniac 5-Head Flame Machine Flame Machine 5CH-MODE1, 1CH-MODE2 + separate safety channel [017] manual_flamaniac_eng-2017.pdf MFX 025 MagicFX Flameblazer Flame Machine Flame Machine 1CH + separate safety channel [017] MAGICFX_FLAMEBLAZER_MANUAL_HR.pdf MFX 017 MagicFX Safety Channel / Device Enable Safety Channel 1CH manual_flamaniac_eng-2017.pdf MFX 019 MagicFX Sparxtar Sparks Machine Sparks Machine 2CH + separate safety channel [017] MAGICFX_SPARXTAR_MANUAL.pdf MFX 021, 022, 023 MagicFX Stage Flame Machine Flame Machine 1CH-Aerosol, 1CH-Propane, 2CH-Aerosol+Propane + separate safety channel [017] MAGICFX_STAGE-FLAME_MANUAL.pdf MFX 233 MagicFX Firestorm 5-Head Flame Machine Flame Machine 5CH + separate safety channel [017] MAGICFX_FIRESTORM_v01_web.pdf MFX 234 MagicFX Flameblazer 5-Head Flame Machine Flame Machine 5CH + separate safety channel [017] MAGICFX_FLAMEBLAZER 5-WAY_v01_web.pdf MOK 084 Moka E11 Cold Sparks Machine Sparks Machine 2CH MK-E11.pdf MOK 044 Moka H-E01 Genius Flame Machine Flame Machine 2CH H-E01 User Manual(说明书) MOK 043 Moka H-E03 Triple Way Flame Machine Flame Machine 6CH H-E03 User Manual(说明书).pdf MOK 076 Moka H-E04 Hi Flame Flame Machine Flame Machine 7CH H-E04 HI FLAME MACHINE英文说明书.pdf MOK 221 Moka H-E05 5-Head Flame Machine Flame Machine 8CH User Manual_H-E05.pdf MOK 212 Moka MK-P11 Par Light Par Light 11CH MK-P11 par light.pdf MOK 220 Moka P-350 Waterproof 350W Beam Light Moving Head Moving Head 16CH 350W防水光束灯 英文说明书.pdf MOK 042 Moka P18 18x18W Washer Light Wash Light Wash Light 11CH MK-P18 18X18W 6in1 LED wall washer light.pdf MOK 211 Moka PF-1800 Wave Flame Machine Flame Machine 9CH User Manual_PF-1800.v3(第三版).pdf MRQ 052 MARQ Gesture Spot 100 15W LED Moving Head Moving Head 11CH Gesture Spot 100 - User Guide - v1.3.pdf MTR 040 Le Maitre Safety Channel Safety Channel 1CH Salamander Manual 1.3.pdf MTR 039 Le Maitre Salamander Flame Machine Flame Machine 1CH Salamander Manual 1.3.pdf OPP 030 OPPSK Ball Strobe Chase And Laser Disco Ball Disco Ball 15CH disco-manual.pdf OPP 073 OPPSK Wall Washer Light Bar Light Bar 8CH LightBar.pdf RCK 080 Rockville Battery Par 50 Par Light Par Light 6CH BatteryPar50_Manual_OL.pdf RCK 071 Rockville Battery Strip 24 RGBW Light Bar Light Bar 9CH BATTERY STRIP 24_Manual_OL.pdf RCK 075 Rockville BestPAR60 Par Light Par Light 10CH BestPAR60_Manual.pdf RIU 205 Riukeo ML-B080 80W LED Beam Moving Head Moving Head 20CH ML-B080-Riukoe-moving-head-fixture-manual.pdf SAH 088 Sahauhy 12 LED RGBW Par Light Par Light 8CH sahauhy-mini-par.pdf SFX 060 SpecialFX.it 18x12W IP65 RGBWAU Par Light Par Light 10CH user manual ----18x12W waterproof 6in1 led par light.pdf SFX 061 SpecialFX.it ML-CS01 Cold Sparks Machine Sparks Machine 2CH User manual --cold spark machine 2021 10.pdf SHD 218 Shehds 380W Beam With Ring Moving Head Moving Head 19CH SHEHDS-IP65-380W.pdf SHO 216 Showven Safety Channel Safety Channel 1CH cFlamer mVolcano MANUAL.pdf SHO 062 Showven SonicBoom Plus SmokeJet Fog Jet Machine Fog Jet Machine 14CH SONICBOOM PLUS SMOKEJET.pdf SHO 070 Showven SonicBoom X SmokeJet Fog Jet Machine Fog Jet Machine 11CH SONICBOOM X MANUAL -20210407.pdf SHO 015 Showven Sparkular Cyclone Sparks Machine Sparks Machine 2CH sparkular-cyclone-user-manual.pdf SHO 086 Showven Sparkular Jet Sparks Machine Sparks Machine 2CH 8137_sparkular-jet-en.pdf SHO 014 Showven Sparkular Sparks Machine Sparks Machine 2CH sparkular-user-manual.pdf SHO 229 Showven Sparkular Waver Sparks Machine Sparks Machine 6CH SPARKULAR_WAVER_MANUAL.pdf SHO 009 Showven X-F1800 Circle Flamer Flame Machine Flame Machine 6CH showven-circle-flamer-user-manual.pdf SHO 225, 226, 227 Showven cFlamer Quad Flame Machine Flame Machine 6CH-N, 6CH-M, 5CH-P cFlamer Quad Manual.pdf SHO 213, 214, 215 Showven cFlamer mVolcano 5-Head Flame Machine Flame Machine 6CH-N, 6CH-M, 5CH-P cFlamer mVolcano MANUAL.pdf SHO 011, 012, 013 Showven uFlamer Flame Machine Flame Machine 1CH-P, 6CH, 2CH-N showven-uflamer-user-manual.pdf SHO 222, 223, 224 Showven uFlamer II Flame Machine Flame Machine 1CH-P, 6CH, 2CH-N uFlamer II Manual.pdf SHO 047 Showven uFlamer Volcano 5-Head Flame Machine Flame Machine 6CH-M/PRO uFlamer Volcano Manual.pdf SHO 228 Showven uFlamer X-Gasboom Flame Machine Flame Machine 6CH uFlamer X-Gasboom Manual.pdf SHO 231 Showven Sparkular Triple Sparks Machine Sparks Machine 6CH RMMAN087-SPARKULAR TRIPLE MANUAL -20250616.pdf SHO 232 Showven Sparkular Spin Sparks Machine Sparks Machine 4CH RMMAN093-SPARKULAR SPIN MANUAL -20250616.pdf SIG 037, 038 Sigma Services 4-Head or 8-Head FireFly Flame Machine Flame Machine 8CH, 16CH Firefly Manual with Four Channel Control_Revision 00_05_16_2017.pdf (Use one position for each head; assign the same DMX Channel Base to all positions; use the "Head 1" effects in the first position, the "Head 2" effects in the second, etc.) SPK 203 Spark Fabrica SF-01 Spark Rain Pro Sparks Machine Sparks Machine 2CH SF-01 SPARK RAIN PRO USER MANUAL.pdf SPK 096 Spark Fabrica SF-05 Spark Jet Pro Sparks Machine Sparks Machine 2CH SF-05 SPARK JET PRO USER MANUAL.pdf SPK 010 Spark Fabrica SF-180 Tornado Moving Head Flame Machine Flame Machine 6CH spark fabrica moving head flamer user manual.pdf SPK 098 Spark Fabrica SF-90 I Flamer Plus Flame Machine Flame Machine 2CH SF-90 FLAMER PLUS USER MANUAL.pdf SPK 097 Spark Fabrica SF-F5 Formula Flamer Flame Machine Flame Machine 6CH-B SF-F5 FORMULA FLAMER MANUL.pdf SPK 099 Spark Fabrica SF-K2 Kungfupao Sparks Mine Machine Sparks Mine Machine 2CH SF-K2 KUNGFUPAO USER MANUAL.pdf SPK 201 Spark Fabrica SF-X2 Spark Spin Sparks Machine Sparks Machine 4CH SF-X2 SPARK SPIN USER MANUAL 2023.12.pdf SPK 202 Spark Fabrica SF-X8 Spark Titan Sparks Machine Sparks Machine 2CH SF-X8 SPARK TITAN USER MANUAL.pdf SPK 200 Spark Fabrica SF-Z5 Flyspark Sparks Machine Sparks Machine 6CH SF-Z5 FLYSPARK USER MANUAL.pdf THO 046 Thomann Fun Generation LED Pot 12x1W RGBW Par Light Par Light 6CH thomann-377666-manual.pdf TNG 066 Tengchang Party Fog Jet Machine Fog Jet Machine 6CH 1500W LED Fog Machine Manual.pdf TOM 027 Tomshine LED Gobo Moving Head Moving Head 9CH tomshine-led-gobo-moving-head-manual.pdf TOM 028 Tomshine Mini Gobo Moving Head Moving Head 9CH tomshine-mini-gobo-moving-head-manual.pdf UKG 087 U King B242X 30W Gobo Moving Head Moving Head 9CH Moving Head DMX.pdf UKG 065 U King Mini Spider Light Moving Head Moving Head 15CH spider-user-manual.pdf (Fixture has two bars each with four eyes of different colors: RGBW; the RGBW color components of standard effects apply to the corresponding eyes on both bars; the tilt of standard effects applies to the angle of both bars; if the physical fixture is configured with 1TIL and 2TIL opposite each other, the tilt of the standard effect will apply in opposing directions on the bars; drag the trajectory dots to the right to open the angle between the bars; the rest position of the bars is aiming straight forward, which corresponds to an angle DMX value of 170; dragging the trajectory dots to aim right 45°, opening up a 90° spread, corresponds to an angle DMX value of 85.) UKG 089 U King Pocket Moving Light Kaleidoscope + Laser Disco Ball Disco Ball 15CH uking_pocket_moving_light.pdf UKG 029 U King RGBW Moving Head Moving Head 11CH uking-manual.pdf VEV 210 Vevor BJY Cold Sparks Machine Sparks Machine 2CH vevor-(BAGUO)coldsparkmachine-20240108_1732697193106.pdf YFG 081 Yingfeng Beam 230 Moving Head Moving Head 16CH beam230-manual.pdf and yf-beam230-additional-documentation.pdf