Total found: 2565
Refire cue to use sequencers

Hi, I’m relatively new to finale3D, and am having some trouble figuring out how to address things so that I can use some sequencers to extend my cue count and avoid running stupid amounts of scab wire. Basically, I want to designate a few cues on a cobra mod to fire multiple times, which will send the signal out to sequencers set to step fire, that way I can use sequencers for my side positions that are generally firing 1 or 2 ematches per cue, and save the cobra mods for cues in the center position which are often requiring more ematches. I have no idea how to set this up though. I am perfectly fine with addressing the cues manually if that’s the easiest (might even prefer that in some cases just so that I can group things in ways that make sense to me), I’m just not sure how to do it.

Reply To: Single Shot Pre Flight Times

  Pyro_37110000 wrote: But sound takes a moment to get to the audience. On a summer night, a google search says it would take about .3s to travel 100m. Something to think about. That’s a great point to keep in mind — you’ll probably be happy to hear that Finale 3D already factors in the the speed of sound, making it much easier to account for details like that. Simulation views have realistically modeled sound delays and falloff so you can use Finale 3D to model not only the visual experience, but auditory experience as well. As with all these things, there’s no 100% substitute for real-world testing, but Finale 3D gives a close approximation of those audio factors without any extra work.

Reply To: Single Shot Pre Flight Times

Thanks Drew. I thought many others might weigh in on the subject as well. I think you are right about testing, so that’s what I’ll do this year and then try to provide some information. Another design element involves sound. There is nothing like the rhythmic pulse of single shots in a center out series or across a front. But sound takes a moment to get to the audience. On a summer night, a google search says it would take about .3s to travel 100m. Something to think about.

Reply To: Problem with GPU

Hi, now I have this same problem, GPU is set on the hight quality, but problem is still. Finale doesn´t work

Reply To: Cobra addressing for a spiral effect

Tutorial Video: https://finale3d.com/video/how-to-share-modules-between-positions/

Reply To: Colour Smoke Mine

Hi  TKFX, i think is very impressive the effect. Would you like to share share the effect with me? Thank you!

Reply To: Cobra addressing for a spiral effect

Excellent, I think that’s exactly what we needed. I’ll pass it on to my daughter for editing.   Derrick  

Reply To: Cobra addressing for a spiral effect

Select all positions, right click, ‘Edit position Properties’, fill in the “Section” box with something (‘Spiral’ maybe?) Make addressing blueprint call Spiral with no constraints (section is always in play) and assign the blueprint to the same positions.     Just did a quick 8 position circle with 72 effects and this blueprint…4 modules (aka 1 72m) assigned

Cobra addressing for a spiral effect

We are trying to figure out how to create a spiral effect and get it addressed properly for a Cobra 72M.  The effect consists of 8 different launch positions all facing each other with the racks laid out in a V pattern with the V pointing at the launch position directly across from it.  Each side of the V has the racks tilted at an angle. Each V could have at least 8 shots on it. We know how to script it to fire around the circle of V’s but we don’t know how to address it. There will be a single 72M in the center of the circle.   Is there a way to have those 8 firing positions all automatically use the 72M in the middle or do we need to manually assign the addresses to it? Derrick Miller Mum Pyrotechnics Group