Total found: 2650
Reply To: Adressing Issue

Hi Alex, unfortunately, your addressing configuration doesn’t seem to provide a clue. Please send you show (.FIN) file to support@finale3d.com and I will investigate further.

Reply To: Adressing Issue

Hey Drew, thank you in advance for your assistance! Attached the screenshot from the adressing configuration (i tried default as well as sorted by event-time – nothing changed, the issue stays the same). Best, Alex  

Reply To: Adressing Issue

Hi VincenzFireworks, happy to help you figure out why some events at the same time on the same position aren’t getting the same address while others are. To help us troubleshoot, please send a screenshot of the Address Show dialog so we can see your addressing configuration.

Adressing Issue

Hey Pyros When I address my show, I do not receive any error messages and the show gets addressed successfully. However, after reviewing the script and the assigned addresses, I noticed that some effects — coming from the same position, triggered by the same module, and fired at the same time (only with different angles) — are assigned different cues. I have circled 5 events in the attached image. The first and third events were addressed correctly, but the others were not. Does anyone know what I might be doing wrong and can help me solve this issue? Thank’s !

Reply To: Transfer single shots from a flat launch position to a positionwith a ROLL value

Hey Bozie8823,   Angling positions to simulate angled single shot racks is super clever, I’m impressed! Unfortunately, there’s no built-in tool for preserving effect trajectories when moving effects between positions that have different angles. In Finale 3D Hobbyist, I would accomplish this the same way I suspect you are: copy the tilt angles from the script window to Excel, use a function to update them, paste back into the script window.   I sincerely don’t want this to come off as a sales pitch, but I do want to mention for informational purposes that Finale 3D Pro handles angling tilt-adjustable single shot racks (e.g., CraigCo racks) fairly gracefully. The workflow in Pro is to angle the rack, not the position, just like you would in real life. No angle adjustment needed for the effects. For show set up, you can create labels with “Rack Relative Angles”. This allows you to set tube holder angles and load the rack flat on a table, and achieve the final/desired trajectories by angling the entire rack.

Transfer single shots from a flat launch position to a positionwith a ROLL value

I’m in the hobbyist license tier.  I typically design on a flat launch position field and create sub-positions for addressing & racking ease of use once “creative” is complete.  This workflow finds all my singles often being loaded into one launch position (that typically has a default FLAT field orientation).  I create sub-positions (often positions that represent a CraigCo rack with a native roll value, it’s propped up…say 30 degrees) to load extreme angles allow for more angled shots in the rack. I’d like to know if there’s a simple way to lock the perceived angle value as it exists in the flat position so that when it’s sub-positioned (moved) to the new launch position that has the native ROLL, it’s angling value changes according to the ROLL value of the new position,  but REMAINS (perceivably) at the angle it was created. For example, in a flat position…a 0 degree angle is perceivably straight up.  However when that shot is moved to a position that has a ROLL value of say 30 degrees, the shot remains at 0 degrees yet perceivably sits like a 30 degree shot.  I’d like to know if there’s a workflow shortcut for making this position to position migration happen that keeps the shots perceivable look in line with the creative design, however takes on the new angling values of the ROLL’d rack.  I’m manually doing the math after the fact to take all shots moved from one position to another to achieve this and would love to know if there’s a quicker way that’s less likely to introduce human error.

Reply To: Addressing Issues combined with Module Count and Scab Wiring Issues/Concerns

That’s a great question. Cobra modules are certainly capable of firing multiple e-matches per cue. The exact number depends on a few factures including the type of e-match, wire length, etc. For the best guidance on this, the Cobra support team is your best resource.

Reply To: Addressing Issues combined with Module Count and Scab Wiring Issues/Concerns

That make sense. So with sharing cues, how do the Cobra 18m’s 9v batteries hold up? I see information saying in regards to how many fireworks can be wired up in series and how that changes if you are to use the Lipo batteries in stead of 9v batteries. If I’m just using 9v, and it’s a warm weather shoot, how many fireworks can I shoot safely from one cue?

Reply To: Creating a Blank Effect

Yes, I have been using Finale DB and it has been a big help in finding many cakes I have. I like your suggestion and will give that a try.   Thanks for the thorough and very timely response.   Take care,   Mike

Reply To: Addressing Issues combined with Module Count and Scab Wiring Issues/Concerns

Hi Arick, for the Pyro Boot Camp shows at Elevate, each module was restricted to a position (no module sharing), this is why no scab wire was needed. The reason shows worked out was because each team had more than enough modules for the amount of fireworks provided.   If you prefer not to use scab wire for your show, then taking the same approach (restricting modules to positions) is the way to go.   Without running wires from position to position, the number of modules is based on the number of events at each position and the number of e-matches you allow on each pin (i.e., “cue”).   The reason your show currently requires 10 modules is a function of the amount of fireworks you have at each position. If you have 8 position with fireworks at every position, that would require a minimum of 8 modules (1 per position). If a couple of your positions have more than 18 items firing at different times, then those positions require a second module, and that’s how you go from 8 to 10 modules. You can conserve cues by allowing multiple e-matches on a pin, but that only helps when multiple items are firing at the same time from the same position. If there are more than 18 different firing times at a position, then the position will need a second module. There’s no other option.   To more easily see what you have at each position, try enabling the module and pin count options in Show > Show settings. These will append counts directly to the position names in the main Design window. Instructions here: https://finale3d.com/documentation/pin-counts   Bottom line, if you have 8 positions and 8 Cobra modules, you can’t have more than 18 cues (unique event times) at a position or you will need more modules.