![]() In Finale 3D, this field is always meters. This field determines the height of the visual simulation. The height in meters of the trajectory apex of an aerial shell, or of the spark plume for fountains and gerbs. usable row length” constraint, overriding the default which is that an effect consumes an amount equal to its effect size. The lifetime of the stars, for aerial shells, or the duration of the continuous effect for gerbs or flares, or the duration from first launch to last break for cakes.Ī field containing optional physical specifications of a rack or effect, such as: which specifies that an effect consumes 50mm of a single-shot rack row that has a “Max. The terms LFT and DLY can be incorporated into the VDL description of an item to override the lift time or delay before first launch implied by the prefire. If the column or field is not present in the imported file, Finale 3D will calculate a good default value based on the size and description. Prefires = 0.5s will not delay the simulation and will determine the lift time of aerial shells. The Prefire time should incorporate the fuse delay. The lift time, for shells, or the lift time of the first effect of a cake if it is a shell. This field determines the size of the visual simulation. The caliber of the effect, in inches or millimeters, e.g., 3” or 75mm or blank. This field can only be updated from Finale Inventory, any value entered in this field in the Finale 3D Effects window will be cleared when you Sync with network. When you import into Finale 3D or Finale Inventory, use the names recognized by the system you are importing into.Ī field in Finale Inventory that is restricted to the user’s pre-defined, enumerated category names, or blank. The corresponding values in Finale 3D are: shell, comet, mine, cake, candle, other_effect, single_shot, ground, rocket, flame, not_an_effect, rack, macro, sfx, and light. In Finale Inventory, the possible values are: Shells, Comets, Mines, Cakes, Candles, Other, Single Shot, Ground, Rocket, Flame, Not An Effect, Rack, Sfx, Macro, and Light. The physical type of the effect, including whether it is a single shot or mortar-based effect or something else (See Why is ‘Type’ so important? What depends on it?). The name as it appears in in the printed catalog, like “Galactic Gladiator” or “30mm Red Peony 75m” or “Bomba Roja Con Aro Azul” or “ Синяя в красную хризантему”. The unique identifier for the effect, like DOM10001 or LD3CK253.
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