Total found:2862
Al Rose wrote: Question about effects angles. Rules state: ” Please do not angle effects in such a way that they hit the trees when designing your show”. This I understand for 1.3. To use and extream example, how about 1.4 single shot shells, say 50 mm white peony’s. No angle restrictions shown in the rows chart. Yes I would not fire at 90 degrees from either end of the fronts row in a real situation if I saw a safety issue. Probably wouldn’t fire at 90 degrees anyway. Realize your intentions but have never used 1.4 and do not know their range, or drop at various angles plus distance to trees or height of same. Was using 50 degrees before I saw my mistake. Should I keep within the 20 degree maximum for 1.3 on the ends ? Perhaps I’m looking too closely but I wish to be sure. Hi Al, the reason we didn't want to set angle restrictions for the F positions is there are simply too many variables. For instance, a 20mm mine could be set at a more aggressive angle than a 50mm comet at the same position and one would not go into the trees whereas the other would. Just as with your question about the SS Shells. Depending on what position they are fired from you could get more angle without hitting the trees. For that reason, there aren't any restrictions and we simply state "please do not angle in such a way....". You can use the simulations to see if an item is going to hit the trees or not (it is fairly obvious when the item "disappears" at the wood line showing it is hitting the trees). Finale does a really good job of calculating the trajectory of the device when shot at various angles. Hope this helps answer your question.
Thanks, I got what I want Moreover,how can I create a chasing effect in the finale 3d like this https://drive.google.com/file/d/1u56txBHUv-fDD2EB3lNbasOpQtkDOG8D/view?usp=drive_link
Hi Tim and Drew, thank for again putting this unique competition together. I was at last year's PyroJam for the first time and had an amazing time! A few questions for you: - PSS93 is listed exactly the same as PSS87 (red to blue to white strobe mine) but per YouTube, PSS87 should be a red strobe to blue tiger tail. Which is correct? - Do all the shots of a chain need to angled the same, or can each shot be angled differently? - For IPC25-CPC, the preview shows it as red-yellow-blue-green-purple-red-yellow-blue-green-purple, however, when loaded in to the simulation, it shows as red-yellow-blue-green-purple-purple-purple-purple-purple-purple. Which is correct? (yes, I just synced to network). - For the roman candles, the effect start at the beginning of the pre-fire, not at the effect time (0.75 sec difference). Is this correct? Previously the effect started at the effect time. Thanks, Tim
Question about effects angles. Rules state: " Please do not angle effects in such a way that they hit the trees when designing your show". This I understand for 1.3. To use and extream example, how about 1.4 single shot shells, say 50 mm white peony's. No angle restrictions shown in the rows chart. Yes I would not fire at 90 degrees from either end of the fronts row in a real situation if I saw a safety issue. Probably wouldn't fire at 90 degrees anyway. Realize your intentions but have never used 1.4 and do not know their range, or drop at various angles plus distance to trees or height of same. Was using 50 degrees before I saw my mistake. Should I keep within the 20 degree maximum for 1.3 on the ends ? Perhaps I'm looking too closely but I wish to be sure.
merci beaucoup, donc je peux continuer ma créa. Bonne journée à vous
pyro_france wrote: Bonjour, je viens de voir que ma ligne des position P-01à P-19 ne sont pas au sol. c’est normal ou pas ? Yes, this is normal. Please see: https://finale3d.com/groups/english/forum/topic/official-pyrojam-2025-discussion-topic/page/2/#post-2538370
Bonjour, je viens de voir que ma ligne des position P-01à P-19 ne sont pas au sol. c'est normal ou pas ?
Hey Pyro_326760000, I'm sorry, as of today, we still don't have a timeline for a fix on the MP3 audio artifacts bug. If you're thinking, come one guys, what's taking so long!? The answer is, there are a couple factors. First, when we triage bug reports, we give the highest priority to bugs for which there is no good or easy workaround. This bug keeps getting pushed down the list because there is a super easy, 100% reliable workaround (all you have to do is convert your soundtrack to a WAV file or if your need MP3, you can simply convert your soundtrack to WAV and then convert the WAV back to MP3). The second reason we haven't tackled this issue yet is because unfortunately it's not a quick task. We estimate that it will take somewhere around 40 to 80 programming hours to do the fix, and we just haven't yet been able to carve out that much time in our development schedule. Sorry for the inconvenience...
DrewFinale wrote: Hi PyroExec, thanks for posting. Sorry for the inconvenience, you’re not doing anything wrong, the audio artifacts are a Finale 3D bug. We’ve had this on our list for a while, but fixing the issue is a large project... Hi Drew - any update on an ETA for this fix?
Follow up question to this even though its old. On the Hobbyist plan, how can I include the manufacturer in the product totals report? Thanks