Total found:2902
Pyromac

To create and export a pyro script for the Pyromac firing system in Finale 3D, please follow these steps: Address the show ("Addressing > Address show..."). Export the firing system script ("File > Export > Export firing script(s)..."). Import the script into your Pyromac controller or DMX-BOXes.   Figure 1 – The Pyromac firing system     Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .TXT ASCII Semicolon CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time.  Multiple effects can be combined on a single cue.  The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description V1, V2 and V2R script formats The Export Options dialog gives you the choice of exporting in V1, V2, or V2R format.  The V2 format supports the DMX-BOX hardware in addition to the existing Pyromac Master Compact modules.  The V2R format is the same as V2 except that it supports the ramp feature described in Table 4 (see RampX). As described below, the Pyromac Master modules serve DMX fixtures in a shared DMX Universe of 50 channels.  Each DMX-BOX serves its own DMX Universe of 512 channels.  When you design a DMX show in Finale 3D for Pyromac Master modules and DMX-BOXes together, you will select, in the Export Options dialog, which DMX Universe in Finale 3D corresponds to the shared Pyromac Master module DMX Universe.  All other DMX Universes in Finale 3D will correspond to the DMX-BOX IDs. DMX-BOX IDs range from 1-10. Header The V1 exported script format contains a two-line header row with boilerplate text that defines the columns: Pyromac firing system Cue;Time;Delay;Address (Mod,Pins);"Note";Duration The V2 and V2R exported script format contains a multi-line header enumerating the positions. Beginning with V2, the single quote (') is interpreted as a comment character causing the remainder of the line to be ignored by the firing system. The single quote is used in the V2/V2R header at the beginning of some of the lines, and also at the end of DMX script lines to annotate the script lines with information that makes them easier to understand (see below). Pyromac firing system Script format V2 Positions: Position 001 = pos11dmx DMX fixtures: 'Fixture_Name;Fixture_Type;Universe;Channel_Base;Channel_Range;Position_Type;Reverse;"Notes" *pos11dmx;;021;000;000-000;Fixture;;"" Script content: 'Module_Type;Cue;Time;Prefire;Mod;Pin;DMX_Value;Ramp_X;Duration;Position;Safety;"Notes" What rows represent Each row represents a unique firing event, a module/pin/event-time combination.  For example, a chain of five shells will be one row, not five.  A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects.  A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Events at different ignition times are necessarily different rows, even if their addresses or effect times are the same.  For example, two flame projector shots at different times, triggered by the same module-pin address, will be two rows because they are at different times. Sort order of rows Rows sorted ascending by effect time, then by module number, then by pin number. Time resolution The Pyromac system supports hundredths of a second resolution. Tracks The Export Options dialog presented when you export the firing script offers two script type options: "Times Relative To Start Of Show" or "Times Relative To Start Of Tracks".  If you select the first option, tracks are ignored.  If you select the second option, then: Event times are relative to the start of tracks. The "Cue" field contains the track number instead of the cue count. (Advanced option) To reduce latency for tracks that begin with certain kinds of DMX events, you can limit the "setup time" for DMX events that are the first event in track (see "Track DMX Latency Option" below). In the Finale 3D script, please arrange the tracks with no interwoven or overlapping events.  Tracks may be integers 1-9999 or letters followed by integers in that range (example: “1” and “Trk1” are both okay).  If you use tracks, please set the tracks to increasing numbers and make sure that every event in the show has a track number. If the track name of an event begins with non-digit text characters, followed by the digits representing track number, the non-digit text characters will replace the row's Note field in the exported script, which otherwise would contain the effect name.   Since the Pyromac controller displays the Note fields of the cues when shooting the show, and since each track comprises one cue in a semi-automatic show, the leading text characters in the Track field provide a way of naming the cues usefully.  Thus naming the tracks "Trk1" and "Trk2" and "Trk3" is not as useful as, for example, "Opening shot 1" and "Entrance 2" and "First song 3". Neither the Master Compact nor the DMX-BOX will reset DMX channel values on track transitions.  Thus for something like a safety channel for flame fixtures, if you want the safety channel on for the entire show you can add a "Turn On Safety Channel" effect to the first track, and you do not need to add additional "Turn On Safety Channel" effects to later tracks because the first event will last indefinitely. DMX representation in the script DMX rows are mixed in with pyro rows in the script, sorted by effect time.  DMX rows are distinguished by the module number field: if module number <= 900, then the module number represents a true module number, for pyro ignitions; if the module number > 900, then the number is actually the DMX channel number + 900 (i.e., the number is not a module number at all!).  DMX rows re-use the pin column to hold the DMX value for the event, from 0-255. DMX rows have  an additional required field -- duration -- after the notes field (the duration field is optional for pyro ignitions, but not optional for DMX). The Pyromac system limits the DMX channel range  to channels 1-50, so the DMX module number field contains numbers in the range 901 to 950. Overlapping DMX events If Pyromac encounters an event for a DMX channel that interrupts the duration period of an existing event for the same DMX channel, the second event will overwrite the DMX value and duration immediately to whatever its value and duration should be for the second event. For example, consider three events setting the value of a DMX channel to 128, then 64, then 192, and then (automatically) back to 0: Time = 0 ms, DMX value = 128, duration = 59990 ms (59,99 seconds) Time = 1000 ms, DMX value = 64, duration = 1000 ms Time = 1500 ms, DMX value = 192, duration = 1000 ms If the second event had a duration of 500 ms, the output value would change directly from 64 to 192 at 1500 ms, and then from 192 back to 0 at 2500 ms. If the second event had a duration of 400 ms, the output value would change from 64 to 0 (not 128) at 1400 ms and then to 192 100 ms later, and finally back to 0 at 2500 ms. If the second event had a duration of 600 ms, the output value would change directly from 64 to 192 at 1500 ms when the third row arrives, and back to 0 at 2500 ms. Duration of DMX events The duration field for both the Pyromac Master Compact and and DMX-BOX is limited to 59990 ms (59,99 seconds). If you add a DMX event like a safety channel with a duration longer than 59,99 seconds, Finale 3D will automatically partition the long-lasting event into a string of multiple shorter events back to back. The DMX-BOX is capable of setting a DMX channel indefinitely (i.e., "latch"), which is represented in the script as a zero duration with RampX = 3 (See Table 4 below). If you add an event that lasts indefinitely, like "Turn On Safety Channel", the DMX-BOX script events can represent the indefinite duration directly, but the Master Compact script events can only represent the duration with a sequence of one or more back to back events adding up to some finite duration.   For standard shows, that duration will extend from the event to the end of the show.  For semi-automatic shows, that duration of the script row or sequence of rows will be the duration of the entire show. Track DMX Latency Option (Advanced option) To reduce the delay from when you press the trigger button and when a track begins you may want to limit the "setup time" for DMX events.  Events for moving head fixtures and color wheel fixtures set the angle or color wheel parameter prior to the effect by as much as a 1000ms to ensure the angle or color wheel is in the proper position at the time the effect becomes visible.  If such an event is the first event in a track, then the track's start time will be 1000ms before the effect becomes visible, which is a long latency if you want the track to begin immediately when you press the button! If your show is sensitive to this latency, you can set the Per-Show Setting maxInitialDmxSetupDelayMs to whatever maximum number of milliseconds you are willing to allow the fixture for its setup time for any DMX events.  You can set the setting to any integer, but 100 is the recommended minimum value to avoid potential problems with fixtures that require channels to be set in a specific order. After the header, each row in the script has a number of fields separated by the semicolon character.  The names of these fields and their descriptions are the following: Table 3 – Specifications of V1 script fields Field name Description Cue For standard pyromusicals, the Cue field is the sequential count of unique firing times.  Two events having the same effect time would have the same value in the Cue field.  For  semi-automatic firing, the cue field contains the track number from the "Track "field in the script in Finale 3D. Time The effect time in the format HH,MM,SS.DD. For standard pyromusicals, the effect time is relative to zero; for semi-automatic firing, the effect time is relative to the first ignition time in the track (the event time). The first event in a semi-automatic track thus must have the same value its Time field and its Delay field, since Delay is the time difference between the ignition time and the effect time. Delay The prefire time in the format HH,MM,SS.DD; for DMX rows this value must be 00,00,00.00. Address (Mod,Pins) The value 1-900 for module number, or 901-999 for DMX channel numbers 1-99; comma; then the pin number from 1-32 or the DMX value from 0-255. "Note" The effect name, in double quotes; or the Track name if the track begins with non-digit text characters as described in Table 2. Duration For DMX events, the duration field (required) is the duration of the effect in the format HH,MM,SS.DD.  For pyro ignition events, this field is optional (but if the semicolon is present, the field must be included in the valid time format).   Table 4 – Specifications of V2 and V2R script fields Field name Description Module_Type The value "DmxBox" or "Master", specifying the hardware type for this event (DMX-BOX or Master Compact). Cue For standard pyromusicals, the Cue field is the sequential count of unique firing times.  Two events having the same effect time would have the same value in the Cue field.  For  semi-automatic firing, the cue field contains the track number from the "Track "field in the script in Finale 3D. Time The effect time in the format HH,MM,SS.DD. For standard pyromusicals, the effect time is relative to zero; for semi-automatic firing, the effect time is relative to the first ignition time in the track (the event time). The first event in a semi-automatic track thus must have the same value its Time field and its Delay field, since Delay is the time difference between the ignition time and the effect time. Prefire The prefire time in the format HH,MM,SS.DD; for DMX events this value must be 00,00,00.00. Mod The module number for pyro events, or the DMX Universe number for DMX events; formatted as three digits. Pin The pin number for pyro events, or the DMX Channel number for DMX events; formatted as three digits DMX_Value The DMX channel value for DMX events, or zero for pyro events; formatted as three digits. Ramp_X For pyro events and in script versions V1 and V2, the value must be 1. For DMX events, this field has two possible values, 1 and 3, to control the ramp functionality available in script version V2R: 1: Set DMX value and hold for duration, at which point reset DMX value to 0 (Master or DMX-BOX). 3: Ramp the DMX value from its current value to the event's DMXValue over the duration, and then hold that value forever or until interrupted by another event; if the duration is zero, then set the DMX value immediately and hold forever (DMX-BOX only, script version V2R or later). Duration For pyro events, the value is: 00,00,00.02. For DMX events, the value is the duration of the event, in the format HH,MM,SS.DD.  The duration is limited to 00,00,59.99.  If RampX = 3 (for the DMX-BOX) the duration can be zero (00,00,00.00) to hold the DMX value indefinitely. Position The three digit position number as defined by the numbered list of positions at the beginning of the script file. Safety The integer value of the effect's Hazard field in Finale 3D, formatted as three digits.  The default value is 000. "Notes" This field contains two parts. The first part is the effect name or the Track name if the track begins with non-digit text characters as described in Table 2.  The first part is limited to 16 characters, and is enclosed in double quotes. The second part, which is optional, annotates DMX events with information that makes the script easier to understand.  The information includes the position name (e.g., P-01), the DMX channel name (e.g., SAFETY_128), and the DMX channel offset within the fixture's channel map (e.g., +5), such as: 'P-01 -- SAFETY_128 (+5) The second part is limited to 25 characters. An example script containing six (6) shells, three (3) DMX safety channel events, and sixty-three (63) DMX flame shots across nine MAGICFX Flamaniac flame units. Please see Exporting a firing system script for flame systems for a full description of this example. Pyromac firing system Cue;Time;Delay;Address (Mod,Pins);"Note";Duration 0001;00,00,03.58;00,00,02.24;010,01;"White Chrysanthemum" 0002;00,00,04.08;00,00,02.24;010,02;"Red Chrysanthemum" 0002;00,00,04.08;00,00,02.24;010,03;"Blue Chrysanthemum" 0003;00,00,04.90;00,00,00.00;901,128;"MAGICFX DMX Safety Channel";00,00,01.50 0004;00,00,05.00;00,00,00.00;913,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0005;00,00,05.10;00,00,00.00;923,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0006;00,00,05.20;00,00,00.00;933,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0007;00,00,05.30;00,00,00.00;943,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0008;00,00,05.40;00,00,00.00;953,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0009;00,00,05.50;00,00,00.00;963,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0010;00,00,05.60;00,00,00.00;973,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0011;00,00,05.70;00,00,00.00;983,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0012;00,00,05.80;00,00,00.00;993,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0013;00,00,06.67;00,00,00.00;901,128;"MAGICFX DMX Safety Channel";00,00,02.00 0014;00,00,06.76;00,00,00.00;911,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;921,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;931,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;941,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;951,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;961,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;971,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;981,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0014;00,00,06.76;00,00,00.00;991,255;"MAGICFX L45 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;912,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;922,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;932,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;942,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;952,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;962,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;972,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;982,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0015;00,00,06.96;00,00,00.00;992,255;"MAGICFX L22.5 Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;913,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;923,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;933,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;943,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;953,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;963,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;973,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;983,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0016;00,00,07.16;00,00,00.00;993,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;914,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;924,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;934,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;944,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;954,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;964,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;974,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;984,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0017;00,00,07.36;00,00,00.00;994,255;"MAGICFX R22.5 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;915,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;925,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;935,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;945,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;955,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;965,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;975,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;985,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0018;00,00,07.56;00,00,00.00;995,255;"MAGICFX R45 Medium DMX Mode1";00,00,00.50 0019;00,00,08.83;00,00,00.00;901,128;"MAGICFX DMX Safety Channel";00,00,01.50 0020;00,00,08.93;00,00,00.00;993,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0021;00,00,09.03;00,00,00.00;983,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0022;00,00,09.13;00,00,00.00;973,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0023;00,00,09.23;00,00,00.00;963,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0024;00,00,09.33;00,00,00.00;953,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0025;00,00,09.43;00,00,00.00;943,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0026;00,00,09.53;00,00,00.00;933,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0027;00,00,09.63;00,00,00.00;923,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0028;00,00,09.73;00,00,00.00;913,255;"MAGICFX Up Medium DMX Mode1";00,00,00.50 0029;00,00,10.71;00,00,02.24;010,04;"White Chrysanthemum" 0030;00,00,11.21;00,00,02.24;010,05;"Red Chrysanthemum" 0030;00,00,11.21;00,00,02.24;010,06;"Blue Chrysanthemum" end Figure 2 – Example Pyromac script   Table 5 – Example files Download link Explanation magicfx_pyromac_standard.fin Example standard show using Pyromac, MAGICFX magicfx_pyromac_standard.txt Example standard exported script using Pyromac, MAGICFX magicfx_pyromac_semi_auto.fin Example semi-auto show using Pyromac, MAGICFX magicfx_pyromac_semi_auto.txt Example semi-auto exported script using Pyromac, MAGICFX

Explo X2 Wave Flamer

The Explo X2 Wave Flamer unit is a flame projector with a single nozzle that can rotate and fire flame bursts or continuous wave under programmable control.   The unit can be controlled by the Explo ignition system, or by any of the DMX-capable firing systems, such as Piroshow, Pyromac, PyroSure, fireTEK, Cobra, and Mongoose. Figure 1 – Explo X2 Wave Flamer   If the flame unit is controlled by the Explo ignition system, the "SHW" script file contains flame triggers in the same format as the pyro ignition triggers, and intermixed with the pyro ignition triggers.  In the SHW file representation (details here), each trigger row represents the flame unit as a module number, and the triggered flame effect as the pin number.  The pin number is a number from 1-66, representing 66 pre-defined flame effect "macros."  Some of the effect macros are simple flame shots at specific angles for specific durations.  Other effect macros are animations that involve multiple shots or continuous flame sweeps across an angle range.  Since the SHW file doesn't contain angle or duration fields that get passed to the controller, the pre-defined effect macros are the only capabilities available when controlled by the Explo ignition system.  Designing a flame show for the Explo ignition system involves adding triggers of flame effect macros at various times and at various positions.  In Finale 3D, that means simply choosing the effect macros you want to insert in the effects palette or effects window, and clicking on their icons to insert them into the show. If the flame unit is controlled by DMX , it has more controllable capabilities.  In addition to the 66 pre-defined flame effect macros, you can trigger flame shots and sweeps at arbitrary angles and for arbitrary durations.   You insert the controllable flame shots in Finale 3D the same way you insert the flame effect macros (by clicking on an effect icon to add it to the show), but after inserting controllable flame effects, you can angle the effects interactively by dragging their trajectories in the 3D view or by doing scripting commands like "Fan" to make interesting patterns of angles.   Finale 3D will incorporate your adjusted angles in the exported DMX script. DMX scripts are more complex than SHW scripts, because they contain multiple DMX channel values for controlling different characteristics of a single effect (angle, on/off, speed, etc.), and they need to issue the channel value events in the DMX signal at the proper times, taking into consideration the preparation time ("drive time") for the nozzle to rotate to the desired angle before a flame shot is triggered.  Finale 3D takes into account all of the DMX constraints when it exports a DMX script for any of the DMX-capable firing systems.  So designing a flame show for DMX simply involves adding triggers of flame effect macros or adjustable flame effects at various times and at various positions, and optionally angling the effects interactively or changing their durations. For further information about the Explo X2 Wave Flamer units, see the Explo website (www.explo.at/en/zundanlagen.html) and the User Manual.   Instructions for non-DMX firing systems (using the Explo ignition system) To design a show for Explo X2 Wave 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.  (B) From the menu item, "Show > Set show information..." set the firing system to Explo.  Selecting this firing system will disable a warning dialog that would otherwise appear when you add Explo X2 Wave Flamer effects to launch positions that are not configured as DMX fixtures.  If you are not using DMX, the launch positions should look like orange disks, not blue diamonds. Add flame effects to the show.  (A) In the effects window, select the Generic Effects collection, and enter the words "explo" in the search box to filter to Explo X2 Wave Flamer effects.  There are about 70, beginning with part number GFX9001. Design the show.  You can select groups of any of the Explo effects and do functions like "Sequence" to make interesting timing patterns; the timing patterns look particularly good with the effect macros.  Since the non-DMX firing systems do not support rotatable angles, you should avoid the scripting functions that affect angles, like "Fan".   Instructions for DMX firing systems To design a show for Explo X2 Wave 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.  (B) Configure each physical unit's "Start Address" in the real world to be exactly the first channel in the DMX channel range (older versions of Finale 3D required subtracting 1 on the DMX Channel Base, but that is no longer correct; the DMX Channel Base should match the Start Address exactly). Add flame effects to the show.  (A) Right-click on DMX Fixture positions to add compatible effects from the context menu or to filter the effects window to compatible effects.  There are about 70, beginning with part number GFX9001.  (B) In addition to the effect macros, there are a few generic flame effects like "EXPWAV [001/0005] Short Flame (DMX only)" beginning with part number GFX9070 and "EXPWAV [001/0021] Move-To (DMX only)".  These are the adjustable angle effects in a few pre-made durations, for use with DMX systems.  If you are using DMX, then you will also need to add an "Explo X2 Wave Flamer DMX Safety Channel" effect (GFX9099) and to adjust its duration to cover the time the Wave Flamer should be eligible to fire. Design the show.  If you insert "Explo [001] DMX X2 Rotatable Flame" effects, you can drag the tops of their trajectories in the 3D view to set their angle, and you can select groups of them and do functions like "Fan" to create interesting patterns.  Of course, you can select groups of any of the Explo effects and do functions like "Sequence" to make interesting timing patterns; the timing patterns look particularly good with the effect macros.   Choosing the DMX channel ranges for fixtures Each Wave Flamer fixture requires six 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.  Some DMX firing systems only support 50 or 100 channels, so you may not have all 512 channels to work with.   Table 1 – Example channel ranges for Wave Flamer fixtures in a DMX universe Fixture DMX Channel Base Channels Used 1 1 1-6 2 7 7-12 3 13 13-18 4 19 19-24 5 25 25-30 6 31 31-36 7 37 37-42 8 43 43-48 9 49 49-54 10 55 55-60 ... 85 505 505-510   Technical details for non-DMX firing systems (using the Explo ignition system) The Explo ignition systems use scripts in the SHW format (details here).  Each row in the script represents the flame unit as a module number, and the triggered flame effect as the pin number.  The pin number is a number from 1-66, representing 66 pre-defined flame effect "macros."   The mechanics of exporting an SHW script based on the pre-defined Generic Effects or effects you make yourself make use of the "Custom Part Field" property in the effect definition.  The effects in Finale 3D representing the 66 Explo effect macros (part numbers GFX9001 through GFX9066) contain the corresponding Explo macro number (1-66) in the Custom Part Field of the effect definition (i.e., the part).  When you address the show for the Explo ignition system from Finale 3D ("Addressing > Address show..."), the addressing function uses the normal pin and module number assignment algorithm for those effects at positions with "Module Type" of a pyro module such as "Explo 20K", but does something special if the Module Type is "Explo Flame Unit": it copies the Custom Part Field from the effect definition into the pin number field.  Thus when you export the SHW file for the Explo ignition system, the pin number fields for the pyro shots correspond to actual pyro ignition pins; whereas the pin number fields for the flame shots correspond to the chosen effect macro number.   DMX channels The Explo X2 Wave Flamer unit can be configured with a "Start Address" from 1 to 507.  The flame unit listens to the six DMX channels beginning from the Start Address, i.e., Start Address + 0, Start Address + 1, ..., Start Address + 5.  The six DMX channels are,   Table 2 – DMX channels DMX Channel Meaning Effect in Finale 3D that controls channel Channel 1 (DMX Channel Base + 0) Angle (127.5 + angle * 1.2143) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 2 (DMX Channel Base + 1) Speed (1 = min; 255 = max; 0 also = max) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 3 (DMX Channel Base + 2) Ignition (254-255 = ON) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 4 (DMX Channel Base + 3) Open time (0 or 255 = permanent; 1-254 = N*10ms) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 5 (DMX Channel Base + 4) Program (2 + program number * 255/100) Part numbers GFX9001 - GFX9066 representing various "macros" and GFX9070 - GFX9087 representing rotatable flame effects that can be adjusted by dragging the trajectories in the Finale 3D user interface Channel 6 (DMX Channel Base + 5) Safety channel (0-49 = OFF, 50-200 = ON, 201-255 = OFF) Part number GFX9099, "X2 Wave Flamer [001/0000] DMX Safety Channel"   Speed parameter calculation The "EXPWAV [001/0021] Move-To (DMX only)" effect uses the speed parameter (DMX Channel Base + 1) to set the speed of the rotation sweep.  The DMX Patch of this effect calculates the speed parameter based on the number of degrees moved and the time between the Move-To effect and the previous effect (usually a Move-In-Black effect or another Move-To effect).  The calculation is based on the measurements in Table 3. The DMX Patch limits the exported speed values to the range of values for which the X2 Wave Flamer works reliably: 25..128.  Please see Move-In-Black (MIB) and Move-To for further instructions.   Return-to angle for Explo X2 programs The pre-defined Explo X2 Wave Flamer programs execute sequences of shots at angles, and then return the nozzle to the angle it had just prior to the program execution.  Usually the default angle is straight up, and the programs will return the nozzle to straight up after each execution.  That might not be optimal.  If you are repeating a sequence of programs that all fire at an angle off to the side, it would obviously be inefficient to move the nozzle back to straight up between programs. If you want the programs to "return-to" an angle other than straight up, then add the effect  "EXPWAV [001/0419] With Program Return-To Angle (DMX only)" at the beginning of the show and extend its duration to the full duration of the show.   Then drag the trajectory dots for this effect to the angle that you would like the Explo X2 Wave Flamer to "return-to" after each program execution.  The mechanics of this effects are simple -- it simply sets the nozzle angle without triggering any flame effects or programs.  The programs subsequently executed will return to whatever angle you choose.   Table 3 – Speed measurements Speed Channel Value (DMX Channel Base + 1) Measured Movement Time Moved Degrees 25 3.77 sec 210 degrees 32 3.31 sec 210 degrees 46 2.0 sec 210 degrees 64 1.43 sec 210 degrees 90 1.2 sec 210 degrees 128 1.15 sec 210 degrees 192 1.07 sec 210 degrees 255 1.0 sec 210 degrees   Table 4 – Example files Download link Explanation explo_dmx_example_piroshow.txt Piroshow DMX test script explo_dmx_example_firetek.csv fireTEK DMX test script explo_dmx_example_pyrosure.wyh PyroSure DMX test script explo_dmx_example_pyromac.txt Pyromac DMX test script explo_dmx_example_cobra.csv Pyromac DMX test script explo_dmx_example.fin Show file to generate the DMX test scripts Bedienungsanleitung X2 Wave Flamer ENv1.4.pdf Old hardware documentation X2 Wave Flamer v2.0 ENG.pdf New hardware documentation

Piroshow

To create and export a script for the Piroshow firing system for Master modules or for DMX BOX hardware, please follow these steps: Address the show ("Addressing > Address show..."). Export the firing system script ("File > Export > Export firing script(s)...").  Choose which script version you want to export (e.g., Master or DMX BOX).  Optionally filter the exported script to a specific DMX universe. Import the script into your Piroshow controller. To export a DMX or DMX + pyro script, please see Flame systems basic instructions for further instructions. The exported script file is a text file with a "TXT" extension.  While it is possible to open this file in a text editor, the file is not meant for humans to read or write.  It contains only the data that the controller requires for shooting the show.  For pyro, most Piroshow users will not need to concern themselves with the file format described in this section. DMX setup and configuration are complicated, so you may want to examine the script visually to ensure it represents what you expect. The file format described in this section provides the necessary details. Figure 1 – Piroshow firing system   Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .TXT UTF-8 Comma CRLF The script contains rows for the firing events, i.e., unique combinations of module, pin, and ignition-time.  Multiple effects can be combined on a single cue.  The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Script versions Piroshow Master modules support two script versions, Version1 and Version2.  The Version1 scripts represent DMX channel values as percentage numbers 0-100; Version2 scripts represent DMX channel values as integers 0-255.  Version1 scripts represent time as MM:SS.DDD.  Version2 scripts represent time as HH:MM:SS.DDD if the show duration is one hour or more; otherwise MM:SS.DDD.  The Master script versions Version1 and Version2 do not contain DMX universe numbers in the script rows.  Use the "DMX universe filter" export option in Finale 3D if you want to filter an exported script to a single DMX universe. Piroshow DMX BOX hardware units support two script versions, DMX BOX V1 and DMX BOX V2.  Both DMX BOX script versions represent time as HH:MM:SS.DDD.  The DMX BOX script versions only contain DMX rows (no pyro rows).  The DMX BOX script versions do contain DMX universe numbers in the script rows, though you can still use the "DMX universe filter" export option in Finale 3D if you want to filter an exported script to a single DMX universe. Sort order of rows Rows sorted ascending by effect time, then by module number, then by pin number. What rows represent Each row represents a unique firing event, a module/pin/event-time combination.  For example, a chain of five shells will be one row, not five.  A pair of shells shot together from the same position will be one row, not two, even if the shells are different effects.  A flight of shells shot together from multiple positions with the same module-pin using scab wire is still one row. Events at different times are necessarily different rows, even if their addresses are the same.  For example, two flame projector shots at different times, triggered by the same module-pin address, will be two rows because they are at different times. DMX effects with duration (see below) are represented as pairs of rows, an ON row at the beginning of the effect and an OFF row at the end. Header The file contains a single header row consisting of the pathname of the music, derived from the name of the show.  If your music file has a different name or format, you will need to edit this header field manually in a text editor. Time resolution The Piroshow system supports millisecond resolution. Tracks (semi-automatic firing) The Piroshow system supports step-by-tracks semi-automatic firing. You can divide the show up into separate tracks by setting the Track field in the script, which you can unhide from the blue gear menu. Please set the tracks to increasing numbers and make sure that every event in the show has a track number. Finale 3D will insert a "PAUSE" event in the script 50ms before each change of track. The Piroshow firing system pauses when it reaches a PAUSE event, and waits for the user to press a button to continue. The event times in the script remain relative to zero; not relative to the first event in the track. DMX support Piroshow Master modules support DMX  devices in a single, global DMX universe shared across all modules.  In Finale 3D, please configure DMX positions as DMX fixtures, and assign them DMX universe = 1 (the number doesn't actually matter because it isn't represented in the script); or use the optional "DMX universe filter" in the export options from Finale 3D.  Exported scripts for DMX BOX hardware do contain DMX universe numbers in the row fields. DMX representation in the script DMX rows are mixed in with pyro rows in the script, sorted by event time.  DMX rows are distinguished by the characters, @DMX512 beginning the comment/description field.  Additionally, the module number is replaced by the DMX channel number, and the pin number is replaced by the DMX channel value, scaled down from 0-255 to 0-100 for the Version1 script format (see above).  Since rows do not contain a duration, DMX effects of the ON/OFF variety, like flame system shots, are represented by two rows, an ON row with value 100, and a corresponding OFF row with value 0 later in the script. Minimum time separation for firing pyro pins Firmware versions of Piroshow modules prior to March 30 2020 cannot fire simultaneous pins on the same module or pin sequences on the same module separated by less than 10ms. Finale 3D provides an option to separate such pins on the same module automatically by 10ms at the time of exporting the script.  To turn on this option, create a per-show setting in the Per-settings window called piroshow10MsSeparation with a value of true (capitalization must be exactly correct). After the header, each row in the script has a number of fields separated by the comma character.  The names of these fields and their descriptions are the following: Table 3 – Specifications of script fields, Version1 and Version2 Field name Description Event time The time of ignition in the format HH:MM:SS.DDD, with millisecond resolution, or MM:SS.DDD for Version1 format scripts or for Version2 format scripts for shows of less than one hour duration. Module or DMX channel The value 1-126 for module number, or 1-512 for DMX channel number, or -1 in the case of a PAUSE event. Pin or DMX value The value 1-30 for pin number, or the value 0-100 for DMX channel value. The DMX patches of the standard DMX effects use the range 0-255, so the Piroshow exporter scales the DMX channel values down to the range 0-100 for the exported Piroshow script, or -1 in the case of a PAUSE event.  When the exporter scales the DMX channel values down, it rounds fractional values down (floor), in order to be compatible with the scaling up formula recommended by Explo, which has an upward rounding bias. DMX universe (DMX BOX script versions only) The DMX universe number. Comment and optional DMX designation The comment field contains the effect description. If the row is a DMX row, the comment field begins with the characters: @DMX512.  If the event is a PAUSE event, the comment is simply "PAUSE".  The @DMX512 term also includes an indication of the script version, e.g., @DMX512_V1.   An example script containing six (6) shells, three (3) DMX safety channel events, and sixty-three (63) DMX flame shots across nine MAGICFX Flamaniac flame units. C:UserswharveyDocumentsfinale_3d_website_mediamagicfx_piroshow_standard_v5.wav 00:01.335,10,1,White Chrysanthemum 00:01.835,10,2,Red Chrysanthemum 00:01.835,10,3,Blue Chrysanthemum 00:04.900,1,50,@DMX512 MAGICFX DMX Safety Channel 00:05.000,13,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.100,23,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.200,33,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.300,43,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.400,53,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.500,13,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.500,63,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.600,23,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.600,73,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.700,33,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.700,83,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.800,43,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.800,93,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:05.900,53,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.000,63,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.100,73,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.200,83,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.300,93,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:06.400,1,0,@DMX512 MAGICFX DMX Safety Channel 00:06.674,1,50,@DMX512 MAGICFX DMX Safety Channel 00:06.764,11,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,21,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,31,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,41,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,51,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,61,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,71,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,81,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.764,91,100,@DMX512 MAGICFX L45 Medium DMX Mode1 00:06.964,12,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,22,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,32,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,42,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,52,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,62,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,72,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,82,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:06.964,92,100,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.164,13,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,23,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,33,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,43,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,53,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,63,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,73,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,83,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.164,93,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.264,11,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,21,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,31,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,41,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,51,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,61,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,71,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,81,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.264,91,0,@DMX512 MAGICFX L45 Medium DMX Mode1 00:07.364,14,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,24,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,34,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,44,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,54,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,64,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,74,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,84,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.364,94,100,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.464,12,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,22,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,32,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,42,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,52,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,62,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,72,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,82,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.464,92,0,@DMX512 MAGICFX L22.5 Medium DMX Mode1 00:07.564,15,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,25,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,35,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,45,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,55,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,65,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,75,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,85,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.564,95,100,@DMX512 MAGICFX R45 Medium DMX Mode1 00:07.664,13,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,23,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,33,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,43,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,53,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,63,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,73,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,83,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.664,93,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:07.864,14,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,24,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,34,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,44,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,54,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,64,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,74,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,84,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:07.864,94,0,@DMX512 MAGICFX R22.5 Medium DMX Mode1 00:08.064,15,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,25,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,35,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,45,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,55,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,65,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,75,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,85,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.064,95,0,@DMX512 MAGICFX R45 Medium DMX Mode1 00:08.465,10,4,White Chrysanthemum 00:08.674,1,0,@DMX512 MAGICFX DMX Safety Channel 00:08.828,1,50,@DMX512 MAGICFX DMX Safety Channel 00:08.928,93,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:08.965,10,5,Red Chrysanthemum 00:08.965,10,6,Blue Chrysanthemum 00:09.028,83,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.128,73,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.228,63,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.328,53,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.428,93,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.428,43,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.528,83,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.528,33,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.628,73,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.628,23,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.728,63,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.728,13,100,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.828,53,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:09.928,43,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.028,33,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.128,23,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.228,13,0,@DMX512 MAGICFX Up Medium DMX Mode1 00:10.328,1,0,@DMX512 MAGICFX DMX Safety Channel Figure 1 – Example Piroshow script   Table 4 – Example files Download link Explanation magicfx_piroshow_standard.fin Example standard show using Piroshow, MAGICFX magicfx_piroshow_standard.txt Example standard exported script using Piroshow, MAGICFX magicfx_piroshow_semi_auto.fin Example semi-auto show using Piroshow, MAGICFX magicfx_piroshow_semi_auto.txt Example semi-auto exported script using Piroshow, MAGICFX

Non-DMX firing systems and flame fixtures

Preparing your show for exporting a firing system script for flames depends on both your flame system and your firing system.  Some firing systems and flame systems by the same manufacturer are set up to communicate by a manufacturer-specific protocol.  Other DMX-based flame systems work generically with any firing system that can provide a DMX signal.  The setup process for non-DMX firing systems and DMX firing systems is different.  DMX firing systems are describe in DMX basic instructions.  Non-DMX firing systems are described here.   Setup for non-DMX firing systems Some non-DMX firing systems like RJ Equipamentos use pins to trigger flame units.  Other non-DMX firing systems like Explo and Galaxis treat flame projectors as if they were modules and use the pin numbers to trigger an effect or a specific kind of effect.   For all these non-DMX firing systems, the setup steps are the same.  Please follow these steps:     Figure 1 – For non-DMX firing systems, flame and pyro positions looks the same (yellow disks).   Set the default firing system in the "Show > Set show information..." dialog to your controller type.  Since it is usually an error to place a DMX effect on a non-DMX launch position, Finale 3D presents various warning dialogs like that shown in Figure 2.  These warnings don't apply to you if you are using one of the non-DMX controllers with pyro capability.  Setting the default firing system to your non-DMX firing system disables these warnings (or you can click the "Do not show again" checkbox to disable the warnings individually).   Set up separate "Flame Positions" and "Pyro Positions."  (A) As described in the Flame systems basic instructions, create separate positions in Finale 3D for pyro and for flame.  If in the real world a single position serves pyro and flame, then in Finale 3D split the position into two separate positions, one for flame and one for pyro, as shown in Figure 1. (B) Edit the position properties of the flame positions, and in the "Edit position properties" dialog, select your firing system and select the "flame unit" or "flame device" module or slat type for your firing system from the available options.  (C) Edit the position properties of the pyro positions, and again select your firing system and this time select the appropriate module or slat type that is NOT a "flame unit" or "flame device" module type.   For firing system specific details, please see Table 1. Set the "Start Module" for all positions.  (A) Edit position properties for every position, and in the "Edit position properties" dialog set the "Start Module" field to the module number of the flame unit, for flame positions, and to the module number (or first module number if more than one will be required) for the pyro at the pyro positions. Set the "Section" of positions that share modules.  If you are daisy-chaining multiple flame units at different positions together driven by a single module, then obviously all those positions would share the same module address.  More generally, if any module address is to serve more than one position, then (A) in the "Edit position properties" dialog assign a unique section name to each set of positions that are to share the same module, and (B) remove the "Position" constraint in the constraints paragraph (Paragraph #3) of the "Addressing > Address show" dialog to allow positions in the same section to share modules, and (C) assign a unique section name to each individual position that is not in a sharing section to prevent them from sharing modules.  Sharing modules across positions is common practice for pyro, as described in more detail here.     Figure 2 – Click the "Do not show again" check box and continue -- or better yet, set the default firing system to disable the warnings.   Table 1 – Instructions for Non-DMX firing systems Firing system Instructions Galaxis ignition system and G-Flame units To design a show for the Galaxis firing system with G-Flame units, please set the "Module Type" of the flame positions to the “G-Flame Unit” option; and set the "Module Type" of the pyro positions to be any of the other options. When connected to the Galaxis firing system, G-Flame units operate as a special type of module. Like pyro modules, the G-Flame units have module addresses, but unlike pyro modules, the G-Flame units do not have any physical pins for igniting fireworks. The pin numbers (Galaxis calls them output numbers) for G-Flame units are the sequential flame triggers. Each flame shot is represented by a unique pin number beginning with 1 and increasing sequentially up to 999. Thus the number of used pins is the number of flame shots on the G-Flame unit (additional details here). Explo firing system and Explo flame units To design a show with Explo flame units using Finale 3D, please set the "Module Type" of the flame positions to “Explo Flame Unit”, and set the "Module Type" of the pyro positions to be any of the other options. When connected to the Explo firing system, Explo flame units operate as a special type of module. Like pyro modules, the Explo flame units have module addresses, but unlike pyro modules, the Explo flame units do not have any physical pins for igniting fireworks. The pin numbers of Explo flame units have a special meaning for some types of Explo flame units, and are ignored by others. Explo X2 Wave Flamer units support 66 pre-defined flame programs, or macros, that cause the flame to project at a specific angle or to animate across a sequence of angles. In the exported SHW script file, the pin number in the "Box/Nr" field represents the triggered flame program number for the flame unit. The Generic Effects collection in Finale 3D includes 66 pre-made effects corresponding to the Explo flame programs, GFX9001 to GFX9066. These Explo effects all have realistic simulations and correct parameters representing the flame program numbers that get carried through into the script when you address the show and into the exported SHW file when you export. Thus, to design a show with Explo X2 Wave Flamer units, please use the pre-made Explo effects from Generic Effects to fill the pin numbers correctly in the exported script (technical details here). RJ equipamentos firing system and compatible flame units For the RJ Equipamentos timecode firing system, you need to layout separate positions for the pyro and each special effect unit (also see RJ Equipamentos).  Each special effect unit position represents a special effect device: a CO2 jet, or a flame projector, or a stadium shot gun.  The pyro position will use pyro pins on one or more modules.  Each special effect unit position will use a single special effect pin -- F, C, or S -- on one specific module.  After creating the positions, please select the positions, and right-click on them and do "Edit position properties..." from the right-click context menu.  In the position properties dialog, select the "Firing system" and "Module type", matching the type of position.  Choose "RJ Timecode 16 Pin" or "RJ Timecode 32 Pin" for the pyro positions, and choose "RJ Timecode Flame Unit" or "RJ Timecode CO2 Unit" or "RJ Timecode Stadium Unit" for the special effect positions. Then right-click on each pyro position and assign it a "Start Module" number of the module that is used by that position (or the first module if more than one).  For example, if you have four positions, you might assign the positions' Start Module to 10, 20, 30, 40 in order to give each position a range of 10 modules.  Next, right-click on each special effect unit position, and assign it a unique Start Module number that is 100 + the Start Module of the pyro position that is triggering the special effect if the special effect unit is a flame projector; or 200 + the Start Module if the special effect is a CO2 device; and 300 + the Start Module if the special effect is a stadium shot.  Although the script window will show these module numbers as greater than 100, the exported script will record module numbers modulo 100 (subtracting out the 100s).  In other words, in the exported script, a module number 101, or 201, or 301 will all be recorded as just 1.  Using this technique of adding a 100 or 200 or 300 to the special effect position Start Modules, you are able to separate the pyro address assignments from the special effect units while still defining what module number is actually triggering the special effects (a number less than 100).   Table 2 – Example files Download link Explanation demo_explo_flame.fin Example show using Explo, Explo X2 Flamer demo_explo_flame.shw Example exported script using Explo, Explo X2 Flamer demo_explo_flame.mp4 Movie render of the Explo X2 Flamer example

Flame fixtures basic instructions

With Finale 3D you can script integrated shows that include both flame fixtures and pyro.  Of course, you can also script shows that are exclusively pyro or exclusively flame, but the ability to script integrated shows is one of the great benefits of designing visually.  You'll need a flame fixture like MAGICFX Flamaniac, Explo X2 Wave Flamer, or Galaxis G-Flame.  Please email Finale if you want to confirm your flame fixture is supported.  You'll also need a compatible non-DMX firing system or any of the DMX-capable firing systems such as Piroshow, Pyromac, Pyrosure, Cobra, Mongoose, Fire Control G2, or fireTEK.  That's it.  You'll be able to design the full show in Finale 3D and export the show as one or more scripts for the system or systems you are using for your show.   Figure 1 – Designing a show with flame and pyro (notice the stars falling from the aerial shells).   In Finale 3D, you will use a separate position to represent each flame unit, or DMX fixture.  We call these positions "Flame Positions" or "DMX fixtures" to distinguish them from the "Pyro Positions".  In contrast to pyro positions that merely represent a location, each flame position represents the physical flame unit itself.   It follows from this distinction that you can't have pyro and flame coming from the same "position."  Flame effects can only come from flame positions, which represent the flame units themselves.  It wouldn't make any sense to have a pyro effect coming from a flame unit.   Thus, if you want pyro and flame from the same physical location you need a pair of positions for that location: one pyro position and one flame position, as shown in Figure 2.   Figure 2 – A pyro position represents a location, whereas a flame position represents the flame unit or DMX fixture itself.     Non-DMX firing systems If you are not using DMX to control the flame projectors then you need to set the "Module Or Slat Type" for flame positions explicitly to the flame unit option for your firing system by editing position properties and selecting "Module Or Slat Type."   You also need to set up the addressing related fields as described in Non-DMX firing systems and flames. To add effects for non-DMX flame projectors, filter the effects window by selecting "flame" in the "Type" selector.  Add effects from the effects window that are compatible with the type of flame unit, as indicated by their name.  For example, the effect with part number GFX9800 and description "Galaxis [002] G-Flame (Medium)" in Generic Effects is compatible with G-Flame units.  You may find it helpful to filter the effects window by typing a word or two in the search box, like "explo" or "galaxis".  Ultimately when you export the script, the types of effects used in the flame positions imply what the flame units must be, and you do not need to specify the type of flame units explicitly.   DMX firing systems If you are using DMX, then you need to right-click on the flame positions to configure them as DMX fixtures, as shown in Figure 3.   Figure 3 – Right-click on flame positions to configure them as "DMX fixtures" (if using DMX).   Configuring a position as a DMX fixture requires specifying the type of fixture (Explo X2 Wave Flamer, Galaxis G-Flame, etc.) in addition to the DMX Universe and DMX Channel Base.  You can also edit these fields in the position properties dialog, but the "Configure position as DMX fixture..." dialog presents just the fields relevant to DMX, as shown in Figure 4.   Figure 4 – Each DMX fixture uses a range of channels specified by the DMX Universe and DMX Channel Base.     Each DMX fixture responds to a range of channels specified by the DMX Universe and DMX Channel Base.  If you want each fixture to operate independently you need to give each fixture a unique range of channels.   It is common to configure fixtures as different channel ranges in the same DMX universe, or the same channel ranges in different DMX universes.  The choice may depend on limitations of the firing system, as explained in DMX basic instructions and Supported firing systems and controllers (DMX). In the real world, if multiple fixtures listen to the same channels, the fixtures will behave identically.   To create a scene with multiple fixtures listening to the same channels, configure one position with the "DMX Fixture (Master)" Position Type, and configure the other positions that listen to the same channels with the "DMX Fixture (Slave)" Position Type.   Configure the slaves to have the same DMX Universe and DMX Channel Base as the master.  Add effects only to the master fixture; they will be visualized in the master fixture itself and all of the slaves configured for the same channel range.   Figure 5 – DMX fixture positions are displayed as blue boxes instead of yellow disks.     After configuring the DMX positions as DMX fixtures, they will appear as blue boxes as shown in Figure 5, to distinguish them from the pyro positions.  When you right-click on a DMX fixture position, the context menu will give you options to add a compatible effect, which you can select from a menu.  The compatible effects list is drawn from all loaded effects collections, filtered to effects that contain a valid "DMX Patch" field (which is what defines the meaning of their DMX channels) and that contain within their description the bracketed three digit DMX Fixture ID that matches the DMX Fixture Type of the fixture for which the effect is being added.  An example DMX Fixture ID is the "[004]" shown in the Figure 6 menu on the right.  The DMX Fixture Type is one of the fields of the dialog in Figure 4.   Figure 6 – Right-click DMX fixture positions to add compatible effects.   If you do not see the type of flame projector you need in the DMX Fixture Type options of Figure 4, please contact the Finale staff by email to ask for your flame projector to be added.  At the time of this writing it is possible for users to create their own custom DMX effects with DMX Patches and to use the DMX Fixture Type of "<Any DMX Fixture>" in Figure 4, but it is easier for the Finale staff to add the flame projector as one of the standard options.   Figure 7 – The middle flame has a longer duration than the others, but they are all the same effect (same Part Number).   Some flame systems like the Explo X2 Wave Flamer have rotating nozzles that can be controlled by the script.  For this type of flame system, you can grab and tilt the dotted line representing the effect in the 3D view.  You can also select groups of flames and do functions like “Fan” or "Sequence" to create interesting patterns, just as you do for pyro effects. Other flame systems like MAGICFX Flamaniac Mode 1 have pre-defined angles that you should not try to change by grabbing and tilting the dotted line representing the effect in the 3D view.  If you want an angled flame effect for this type of flame system, then insert the flame effect from the effect palette that already has the angle built into it.  The MAGICFX Flamaniac Mode 2 fixture type supports manually tiltable effects in Finale 3D like the Explo X2 Wave Flamer, but unlike the Explo X2 Wave Flamer the tilt angles correspond to a set of pre-defined nozzle angles rather than a nozzle that actually rotates.  Consequently the angle you tilt the trajectory to will correspond to the nearest pre-defined nozzle angle in the physical hardware, but it may not be exact.   Modifying the standard flame effects The Generic Effects collection contains about 6000 generic effects, including a few dozen pre-made example flame effects for Explo, Galaxis, MAGICFX, and some generic on/off DMX-based flame effects, in addition to few Cremora fireball effects if you want to treat them like one shot flame systems.  Each flame effect includes a number of basic parameters like height and duration, as well as a simulation description in the "VDL" field, and some extra parameters in the DMX Patch field and "Custom Part Field" to produce the correct output in the exported firing script for your specific flame system. Most of the flame effects in Generic Effects have constant durations.  When scripting the show you can simply click on the effect with the duration you want to insert. If you would prefer to edit the flame durations directly in the script, you can use the variable duration flame effects provided in Generic Effects (GFX1005, GFX1006, and GFX1007), or you can create your own, as explained in Flame and special effects with variable duration. All of the flame effects in Generic Effects can be modified and copied to your own My Effects inventory.  If you want to change the duration or height of a simulation, just type a different duration or height into the "Duration" or "Height" field in the effects window.  Bear in mind that changing the simulation doesn't necessarily imply the necessary DMX channel values will be issued to make the flame projector match your simulation.  The DMX channel values generated by the effect are determined by the DMX Patch field, which may or may not take the Duration or Height field values into consideration, depending on the capabilities of the flame projector hardware. If you want to change the angle of the simulation, or create an animated sequence simulation like the 63 pre-defined Explo X2 Wave Flamer programs, then edit the VDL field and type the specifications of the angle or animated sequence (this is hard, and you'd need to be proficient in writing VDL).  You can also create flame effects from scratch from the "Effects > Create effect..." menu item by typing a VDL description like "0.5s 5m Flame Projector" into the input field.

Exporting quantities, and deducting from inventory

Finale 3D provides for basic inventory management as described in Basic inventory management in Finale 3D, which obviously includes deducting a show's product quantities from stock counts. Finale 3D also provides an integration with Finale Inventory, which expands the capabilities of inventory management to include stock reservations, sales orders, packed shows, quotes, and other real world complexities. Documentation on these inventory management options, however, is tailored to the company doing the inventory management. What if you have scripted a show in Finale 3D using a product list from a 3rd party company, and you want to provide that company with the product quantities used in your show so they can be reserved or relieved from that company's stock counts? This section explains how to export the data, and walks through an example of how a 3rd party company might import your data as a stock change using Finale Inventory. You may be in a situation in which you have no idea what inventory management system the 3rd party company is using. Your responsibility may be simply to give that company a list of product quantities from your show in a format that can be processed.  From Finale 3D, do the menu item "File > Print > Report > basic_product_totals_portrait" (portrait vs. landscape doesn't matter in this case) and in the file selection dialog, choose XLS or CSV as the output file format, instead of the default PDF. That will product a report like the one shown in Figure 1.   Figure 1 – Printing the report "basic_product_totals_portrait" and choosing the XLS file format.   The two important columns in this report are the Part Number column, and the Devices (quantity) column. The other columns are useful to keep around as a sanity check, but one can assume, if you are providing quantities for specific products, that your part numbers match the inventory system that they will be applied to.  If you are given the choice, the XLS file format is usually preferable to CSV because importing CSV data into Excel is prone to errors like Excel removing leading zeros from part numbers, if you are not careful.   Example of importing the product quantities into Finale Inventory The mechanics of importing the product quantities as a stock change or sale order in an inventory system will obviously depend on the inventory system, but using Finale Inventory as an example, the process will be something like the sequence of steps described here. The first step will be to open the product quantities file in Excel and reformat the data as required for the inventory system.   Finale Inventory uses the term Product Id to mean the same thing as Part Number in Finale 3D.  Finale Inventory also expects to see a Quantity column, which is often called Devices in Finale 3D to be unambiguous with respect to chain counts.  If you simply want to relieve these product quantities from stock on hand in Finale Inventory, you can do a "Stock Change" operation.  In preparation for this operation, you can manually add two columns to the product quantity file, Product Id and Quantity.  The Product Id column simply refers to the Part Number column values with an Excel formula.  The Quantity column refers to the Devices column, negating the value so the stock change operation will deduct the product quantities from inventory counts.  The modified file prepared for importing into Finale Inventory is shown in Figure 2.   Figure 2 – Adding the two required columns and negating the quantity" and choosing the XLS file format.   The Devices column in the report produced from Finale 3D counts the number of devices, meaning individual shells or other physical units.  Thus chains count as the number of shells in the chain.  If the convention being used for inventory management is that chains count as one item, then you will need to divide the chain quantities by the number of shells in the chain in the XLS file before importing. Having prepared the data, you can select "Import" from the home page in Finale Inventory, and the "Batch stock change" as the operation to be performed.  You select the sublocation to apply the change to, as shown in Figure 3.   Figure 3 – Importing as a batch stock change in Finale Inventory and choosing the XLS file format.   Figure 4 shows the next page in Finale Inventory, after copying and pasting the data from Excel into the input box on the Finale Inventory page.  Notice that only the Product Id and Quantity column are recognized.  The other columns are ignored because their column headers don't match any of the columns relevant to the stock change operation.  If a Product Id in the imported data did not match an existing product definition in Finale Inventory, you would see that in the form of a warning on this page.  If there are no warnings, the operation will be a success.  Click "next" and you are done!   Figure 4 – Columns with matching column headers import." and choosing the XLS file format.  

Why don’t my labels align with the stickers?

If labels printed using the standard labels templates in Finale 3D do not align with pre-cut stickers on a sheet of labels, the problem is usually that the printer driver is scaling the document to fit the printable area of page.  Many labels specifications, including the popular Avery 5260 labels,  define label dimensions that extend slightly outside of the printable area of the page, which is about 3/8" on the margins.  In actuality, most printers can print the full area of the labels including the "unprintable" area, so you can correct most alignment problems simply by selecting the "Actual size" printer setting. In your printer settings dialog, look for options that might scale the document, like "Fit" or "Fit to page" or "Shrink oversized pages".  Uncheck them!  Replace them with the "Actual size" setting to turn off scaling. Figure 1 – Look for the "Actual size" setting in the printer settings dialog; avoid "Fit" or "Fit to page".   Unfortunately, some printer drivers and some printing programs do not expose these settings to the user, and in some cases the settings simply do not work.  If you are unable to fix the alignment problems by finding and changing the printer settings, you should try printing the pdf files from a current version of Adobe Acrobat running as a separate application and not running from within your browser.  If that also doesn't work, the next step is to confirm that the printer driver is actually the cause of the problems, as opposed to a modified or customized labels template from within Finale 3D. Table 1 includes a download link to Avery's template file for the Avery 5260 labels.  The template draws an outline around all the labels, which is handy for debugging printing scaling problems.  Download and print this file with scaling on, and scaling off, to see if the printer setting is making any difference.  Also try printing the template on a sheet of actual labels, to see if the the outlines in the template correspond to the label edges.   If printed correctly, the bottom margin of the Avery 5260 labels sheet should be approximately 13mm.  If printed incorrectly (scaled by the printer driver), the bottom margin may be 18mm or thereabouts, making the labels unusable. Figure 2 – If the template provided by Avery doesn't align with Avery labels, then the printer must be scaling the document.   If you are unable to stop the printer from scaling the document, you may be out of luck.  You'll need update your printer drivers, or contact customer support for the printer, or find another printer or computer to print from. In addition to printer scaling problems, there are other possible causes of minor printing misalignment -- printers have minor variations; paper loading and feeding can shift the printed image by more than a millimeter; off-brand label sheets sometimes do not have the exact same dimensions as the brands that they copy.  For these types of misalignment, you may find it helpful to adjust the labels dimensions in the Finale 3D labels template by editing the template ("Script table window > Blue gear menu > Create or edit labels template").  Figure 3 shows the labels template customization dialog. Figure 3 – The interior margins create extra space around the text to prevent minor misalignment from clipping text.   One approach is to adjust the settings of the top and bottom margin in the settings to try compensate for the misalignment. A second approach is to expand the interior margins of the labels to create extra space around the text area of the labels, providing more leeway to accommodate minor misalignment. Neither of these approaches works satisfactorily to resolve printer "scale to fit page" issues, but they are fine for solving minor, non-accumulating alignment problems.   Table 1 – Template file provided by Avery for debugging printer scaling problems Download link Explanation avery-5260-template.pdf Avery template for 5260 labels

Features FAQ

Here are some frequently asked questions about Finale 3D features. Effects Question Answer Does Finale 3D come with a library of effects? Yes. Finale 3D includes a built-in library of generic effects ready to use immediately. Additionally, the software features Supplier Catalogs, which are collections of specific products from real-world manufacturers (containing accurate part numbers and simulations). You can enable catalogs for the brands you use in your Supplier Catalog Settings. Can I create my own effects? Yes. You can create new effects simply by typing a description in VDL (Visual Description Language), like "3in Red Peony", and the software will generate the simulation automatically. For precise visual control, you can use the Effect Editor to fine-tune simulation parameters beyond standard VDL capabilities. Can I import my own list of effects? Yes. You can import your personal effect list from an Excel or CSV file. For descriptions composed using common fireworks terminology, Finale 3D will automatically create visual simulations based on the descriptions and other optional specifications such as height and duration. To get started, check out our guide on importing inventory from a file. The software also understands effect names written in a wide range of languages.   Inventory Management Question Answer Can I keep track of my inventory counts? Yes. You can import your inventory quantities from a spreadsheet to populate specific columns like On Hand, Available, and Quotas. This allows you to see exactly how much product you have (or how much is allocated for the specific show) and tracks the Remaining balance in real-time as you design. For a complete guide, see Basic inventory management instructions. Does Finale 3D integrate with inventory management software? Yes. Hobbyist and Pro users can sync directly with Finale Inventory, a system originally built for the fireworks industry to handle ATF compliance, barcoding, and stock synchronization. To learn more, see Finale Inventory prices and features.   Special Effects & Drones Question Answer Does Finale 3D support DMX flames and other special effects? Yes. The Hobbyist and Pro versions allow you to design hybrid shows using DMX fixtures like flames, sparks, and lights. The workflow is the same as for pyro: simply add effects to your fixtures on the timeline. For a complete list of supported devices, check our list of supported DMX fixtures. You can export DMX scripts for firing systems that support DMX. Does Finale 3D support drone shows? Yes. The Pro version allows you to import drone show files (.VVIZ) from third-party drone design software. You can combine the imported drone show with fireworks in the 3D view to design hybrid shows and render stunning videos. For details on the workflow, see Importing drone shows.   Show Design Question Answer Can I add music to my show? Yes. You can import WAV or MP3 audio files directly into Finale 3D. The visual timeline displays the waveform so you can sync your fireworks perfectly to the beat. Hobbyist and Pro users can add unlimited audio tracks, allowing you to mix multiple songs directly in the software. Can I visualize my actual shoot site? Yes. For a quick setup, you can import a photo of your venue as a backdrop. For realistic planning, the Pro version integrates with Google Maps 3D to import real-world terrain and buildings. You can also import custom 3D models (SketchUp .SKP or .GLB) to recreate any environment, from a simple stage to a massive stadium. Can I change the camera angle? Yes, though the capabilities depend on your version. Lite includes standard Front (Audience) and Top (Layout) views. Hobbyist and Pro users have full 360° navigation and support for Camera Animation, allowing you to program cinematic camera moves for your simulation videos. Can I simulate weather conditions? Yes. You can go to File > Render settings and adjust the wind speed and direction. This allows you to see how smoke and effect trajectories will be pushed by the wind.   Firing Systems and Racks Question Answer Which firing systems does Finale 3D support? Finale 3D exports scripts for over 40 major firing systems. The script files are properly formatted and ready to load without any modifications necessary. It also supports generic CSV and Excel formats for do-it-yourself firing systems. For a complete list, see Firing system script file formats. Does Finale 3D support racks? Yes. Hobbyist and Pro users can generate rack reports to calculate the exact quantity of equipment needed. The Pro version features powerful graphical rack layout tools, allowing you to visually arrange racks on your site, optimize module placement for efficient wiring, and generate detailed PDF rack diagrams for your crew.   Exports Question Answer Does Finale 3D provide paperwork for setting up my show? Yes. Finale 3D generates a wide range of reports, labels, and diagrams for show setup. The Lite version includes a streamlined set of PDF report and label templates. Hobbyist adds a comprehensive selection of detailed reports and labels, plus support for Excel and CSV export. The Pro version adds site and rack layout diagrams, and the ability to fully customize any report to match your specific workflow. Can I export a video of my show? Yes. You can render realistic simulations to share with clients or upload to YouTube. Hobbyist users can export HD video (720p) for personal, non-commercial use, while Pro users can export stunning 4K Ultra HD videos suitable for commercial presentation. (Note: The Lite version does not support video export.)   General Question Answer Do I need an internet connection to use the software? You need an internet connection to activate your license initially. After that, you can use the "Login offline" feature to run the software without an internet connection for up to 14 days at a time. All features work identically when offline, except for syncing online inventories (My Effects, Supplier Catalogs, and Finale Inventory), which requires a connection.  

Copying report and label templates, and other blueprints between shows

In Finale 3D, report and label templates are saved as "Blueprints".  In the Hobbyist and Pro versions, blueprints also store the built-in and custom table layouts that are represented as puzzle piece icons in the Effects and Script windows.  In the Pro version, blueprints are further used to store rack layout diagrams, site layouts, and addressing blueprints.  Future versions of the software will support saving blueprints to the user's account in the cloud, or to a company account, but as of January 2025, all blueprints are saved as part of a show.  Thus, if you add or customize a report, label template, or anything that is stored as a blueprint, you will only have access to that blueprint when you open that specific show. However, this does not mean that each time you start a new show you need to recreate your custom reports, labels, or any other blueprints. Instead, you can easily copy blueprints from one show to another by following the instructions in this article.   Steps to copy specific blueprint(s) from one show to another show Go to "File > Open" and open the show that includes the blueprint(s) you would like to re-use. Go to "Window > Blueprints window" to open the Blueprints window. In the Blueprints window, press Ctrl, then left-click on the row numbers for the blueprint(s) you would like to copy. Press Ctrl+C to copy the blueprints to your clipboard. Close the Blueprints window. With the blueprints copied, open the show in which you'd like to use the blueprints, or open a new blank show. If the show you want to use the blueprints in was already open before you did step 1, you can switch back to that show from the bottom of the Window menu. Open the Blueprints window again, which now shows the blueprints in the new show, then press Ctrl+V to paste the blueprints from your clipboard. Save the show. Note: If the show that you paste the blueprints into already contains blueprints with the same name, then you may end up with duplicate blueprints. Pasting a blueprint with the same name will result in a new blueprint with (01) at the end of its name, it will not overwrite or update the existing blueprint of the same name. For example, if you copy a blueprint that has the name my_custom_lables into another show that has a blueprint with the exact same name, the name of the pasted blueprint will become my_custom_lables(01). If you end up with obsolete or duplicate blueprints, you can delete rows in the Blueprints window to delete the unneeded blueprints.   Steps to copy all blueprints from one show to another show Go to "File > Open" and open the show that includes the blueprint(s) you would like to re-use. Go to "Window > Blueprints window" to open the Blueprints window. In the Blueprints window, press Ctrl+A to select all, and Ctrl+C to copy all the blueprints to your clipboard. Close the Blueprints window. With the blueprints copied, open the show in which you'd like to use the blueprints, or open a new blank show. If the show you want to use the blueprints in was already open before you did step 1, you can switch back to that show from the bottom of the Window menu. Open the Blueprints window again, which now shows the blueprints in the new show, press Ctrl+A to select all, then press Delete on your keyboard to delete all the blueprints, then press Ctrl+V to paste the blueprints from your clipboard. Save your new show with the customized templates.   If you find that you need to copy and paste the same blueprints each time you create a new show, a better solution is to create a Start-up template. This will replace the default blank show that you see each time you launch Finale 3D with a show that contains your blueprints and settings. To create a start-up template, configure a show with your blueprints and preferred show settings, then go to "File > User settings > Save show as start-up template".

Multiple e-matches on the same firing system pin

Most firing systems can ignite multiple e-matches from the same pin, so the addressing functions in Finale 3D make efficient use of your firing system hardware by automatically assigning multiple e-matches to the same pin when possible, up to a limit of the maximum number of e-matches per pin that you specify.  For multiple e-matches to use the same pin, two conditions must usually hold: 1) the effects are at the same position, and 2) the ignition times are the same.  Figure 1 shows a pair of shells that could use a single pin.   Figure 1 – Two shells at the same position and with the same ignition time can share a pin.   The red circles illustrate the two effects are at the same position, and have the same ignition time.  These two shells are different sizes, so their effect time (break time) is different, but their event time (time of ignition) is the same.  If these two shells were placed on the timeline with the same effect time, then their ignition times would be different and they would not be candidates to share a single pin. The "Addressing > Address show..." function, and other addressing functions, bring up a dialog such as shown in Figure 2.  The "Max e-matches per pin" limit is right there near the top.  Setting this limit to 1 (the default) will result in each effect utilizing its own pin, with no sharing.  Setting the limit to two or more will allow sharing in the right circumstances. Figure 2 – Specifying a limit of the number of e-matches that can share a pin.   The two conditions mentioned earlier for sharing a pin are the usual conditions.  Getting technical, there are some circumstances in which these conditions are not required.  In Section 3 of the addressing dialog in Figure 2, the modules are restricted to a single position by the word "Position" in the first field.  That restriction means that a module is not allowed to serve multiple positions, which prevents the need for scab wire or long e-matches extending between positions. If the module is restricted to a single position, then all its pins must therefore be restricted to a single position.   That is actually the reason behind the usual condition (1), requiring effects sharing pins to be from the same position.  If you address the show without the "Position" restriction on the module or pin, then condition (1) goes away.   Max e-matches per pin for piggy-back modules Sometimes people address shows using "Piggy-back" modules or slats that are physically located at different positions but have the same module address.  They may be wireless modules configured to have the same channel, or they may be wired modules that are connected to each other in parallel.  From an addressing perspective, modules with the same address are the same module.  The addressing functions don't even realize that you have multiple piggy-back modules at different positions.  The addressing functions think you have a single module, located somewhere, and it serves all of the positions that you imagine sharing the piggy-back modules.  Thus while the image in your mind doesn't have any pin sharing because each effect connects to a piggy-back module at its own position, the image corresponding to the addressing logic does involve pin sharing across the positions because the effects at the piggy-back module positions all reference the same module and pin address.  Thus for the addressing functions to work, the max e-matches per pin limit must be set to at least as many positions as share piggy-back modules.