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<strong>FINALE</strong> FIREWORKS USER GUIDE
Contents<br />
1 Introduction .................................................................................................................. 9<br />
Logging In ............................................................................................................................... 9<br />
2 <strong>User</strong> Interface Layout .................................................................................................. 11<br />
Other Views .......................................................................................................................... 13<br />
3 Working with <strong>Fireworks</strong> ............................................................................................... 15<br />
The Inventory ........................................................................................................................ 15<br />
Firework Categories ................................................................................................................... 15<br />
Expanding your Inventory ........................................................................................................... 16<br />
Adding a Firework to Your Show .............................................................................................. 16<br />
Click to Add ............................................................................................................................... 17<br />
Drag and Drop ........................................................................................................................... 18<br />
Note for the Real-World Designer: Obeying the Caliber .................................................................. 19<br />
Deleting <strong>Fireworks</strong> ................................................................................................................. 19<br />
4 Launch Positions: The Basics ........................................................................................ 20<br />
Creating a Launch Position ...................................................................................................... 20<br />
Deleting <strong>Fireworks</strong> and Launch Positions .................................................................................. 21<br />
5 Adding <strong>Fireworks</strong> in Time ............................................................................................ 22<br />
Adding <strong>Fireworks</strong> as the Playhead Is Moving ................................................................................. 22<br />
Modifying a Firework ............................................................................................................. 23<br />
Making a Selection ..................................................................................................................... 23<br />
Moving in Space ........................................................................................................................ 24<br />
Moving in Time .......................................................................................................................... 25<br />
Using Launch Positions to Select <strong>Fireworks</strong> ............................................................................... 26<br />
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<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
6 Working With the Timeline .......................................................................................... 27<br />
The Playhead ......................................................................................................................... 27<br />
Time Zoom Buttons ................................................................................................................ 28<br />
Time Display .......................................................................................................................... 28<br />
Time Zoom Slider ................................................................................................................... 28<br />
Changing the Duration of Your Show ....................................................................................... 30<br />
7 Changing Backgrounds ................................................................................................. 31<br />
8 Saving, Opening, and Exporting your Show ................................................................... 32<br />
9 Real-World Show Design .............................................................................................. 33<br />
Real-World Workflow ............................................................................................................. 33<br />
Assigning Modules to Launch Positions .................................................................................... 34<br />
Full Automation ..................................................................................................................... 36<br />
Multiple Launches-per-Pin ...................................................................................................... 37<br />
Using Slats ............................................................................................................................ 38<br />
Splitting Modules Across Launch Positions ............................................................................... 38<br />
The Firing View ...................................................................................................................... 40<br />
Positioning the Playhead ............................................................................................................. 41<br />
Re-assigning Addresses and Pins .................................................................................................. 41<br />
Conflict Detection .................................................................................................................. 42<br />
10 Creating Your Own <strong>Fireworks</strong> ....................................................................................... 44<br />
Editing a Firework .................................................................................................................. 44<br />
Saving your Firework .............................................................................................................. 46<br />
Creating a Cake ...................................................................................................................... 47<br />
Managing your Personal Inventory .......................................................................................... 49<br />
11 Common Tabs ............................................................................................................. 50<br />
Firework ............................................................................................................................... 50<br />
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<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Field notes ............................................................................................................................ 52<br />
12 Peony ......................................................................................................................... 53<br />
Launch .................................................................................................................................. 54<br />
Shell tail ................................................................................................................................ 55<br />
Shell burst ............................................................................................................................. 56<br />
Shell burst sound ................................................................................................................... 57<br />
Star ...................................................................................................................................... 58<br />
Star body .............................................................................................................................. 59<br />
Star tip .................................................................................................................................. 60<br />
Star transition ....................................................................................................................... 61<br />
Transition tip ......................................................................................................................... 62<br />
Pistil ..................................................................................................................................... 63<br />
Pistil body ............................................................................................................................. 64<br />
Pistil tail ................................................................................................................................ 65<br />
Pistil glitter ............................................................................................................................ 66<br />
13 Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia ................................... 67<br />
Launch .................................................................................................................................. 68<br />
Shell tail ................................................................................................................................ 69<br />
Shell burst ............................................................................................................................. 70<br />
Shell burst sound ................................................................................................................... 71<br />
Star ...................................................................................................................................... 72<br />
Star body .............................................................................................................................. 73<br />
Star tip (some diadems, only) .................................................................................................. 74<br />
Star tail ................................................................................................................................. 75<br />
Star glitter ........................................................................................................................... s76<br />
Star transition ....................................................................................................................... 77<br />
Transition tip ......................................................................................................................... 78<br />
Pistil ..................................................................................................................................... 79<br />
Pistil body ............................................................................................................................. 80<br />
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Pistil tip ................................................................................................................................ 81<br />
14 Palm ........................................................................................................................... 82<br />
Launch .................................................................................................................................. 83<br />
Shell tail ................................................................................................................................ 84<br />
Shell burst ............................................................................................................................. 85<br />
Shell burst sound ................................................................................................................... 86<br />
Star ...................................................................................................................................... 87<br />
Star body .............................................................................................................................. 88<br />
Star tip .................................................................................................................................. 89<br />
Star tail ................................................................................................................................. 90<br />
Star tail, cont. ........................................................................................................................ 91<br />
Star sparkle ........................................................................................................................... 92<br />
Star transition ....................................................................................................................... 93<br />
Transition tip ......................................................................................................................... 94<br />
Pistil ..................................................................................................................................... 95<br />
Pistil body ............................................................................................................................. 96<br />
Pistil tail ................................................................................................................................ 97<br />
Pistil glitter ............................................................................................................................ 98<br />
15 Salute ......................................................................................................................... 99<br />
Launch ................................................................................................................................ 100<br />
Shell tail .............................................................................................................................. 101<br />
Flash ................................................................................................................................... 102<br />
Flash colors ......................................................................................................................... 103<br />
Salute sound ....................................................................................................................... 105<br />
16 Comet ....................................................................................................................... 106<br />
Launch ................................................................................................................................ 107<br />
Launch sound ...................................................................................................................... 108<br />
Shell ................................................................................................................................... 109<br />
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Shell body ........................................................................................................................... 110<br />
Shell tip .............................................................................................................................. 111<br />
Shell tail .............................................................................................................................. 112<br />
Shell sparkle ........................................................................................................................ 113<br />
17 Mine ......................................................................................................................... 114<br />
Mine Launch ....................................................................................................................... 115<br />
Launch sound ...................................................................................................................... 117<br />
Shell ................................................................................................................................... 118<br />
Shell body ........................................................................................................................... 119<br />
Shell tip .............................................................................................................................. 120<br />
Shell tail .............................................................................................................................. 121<br />
Shell tail, cont. ..................................................................................................................... 122<br />
Shell burst ........................................................................................................................... 123<br />
Shell burst sound ................................................................................................................. 124<br />
Star .................................................................................................................................... 125<br />
Star body ............................................................................................................................ 126<br />
Star tip ................................................................................................................................ 127<br />
Star tail ............................................................................................................................... 128<br />
Star tail, cont. ...................................................................................................................... 129<br />
Report ................................................................................................................................ 130<br />
Report sound ...................................................................................................................... 131<br />
18 Fountain ................................................................................................................... 132<br />
Firework ............................................................................................................................. 133<br />
Spray .................................................................................................................................. 134<br />
Spray sound ........................................................................................................................ 136<br />
Particle ............................................................................................................................... 137<br />
Particle body ....................................................................................................................... 138<br />
Particle tail .......................................................................................................................... 139<br />
Particle tail, cont. ................................................................................................................. 140<br />
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Report ................................................................................................................................ 141<br />
Report sound ...................................................................................................................... 142<br />
Salute, Salute colors, Salute sound ........................................................................................ 143<br />
19 Candle ...................................................................................................................... 144<br />
Launch ................................................................................................................................ 145<br />
Launch sound ...................................................................................................................... 146<br />
Mine ................................................................................................................................... 147<br />
Shell ................................................................................................................................... 148<br />
Shell body ........................................................................................................................... 149<br />
Shell tip .............................................................................................................................. 150<br />
Shell tail .............................................................................................................................. 151<br />
Shell tail, cont. ..................................................................................................................... 152<br />
Shell burst ........................................................................................................................... 153<br />
Shell burst sound ................................................................................................................. 154<br />
Star .................................................................................................................................... 155<br />
Star body ............................................................................................................................ 156<br />
Star tip ................................................................................................................................ 157<br />
Star tail ............................................................................................................................... 158<br />
Star tail, cont. ...................................................................................................................... 159<br />
Report ................................................................................................................................ 160<br />
Report sound ...................................................................................................................... 161<br />
Cycle .................................................................................................................................. 162<br />
Multicycle ........................................................................................................................... 164<br />
20 <strong>FINALE</strong> CSV Script Format .......................................................................................... 165<br />
File Layout and Formatting Rules ........................................................................................... 165<br />
Format Table ....................................................................................................................... 166<br />
PAGE 8
1 Introduction<br />
Welcome to <strong>FINALE</strong> <strong>Fireworks</strong>, a visual simulation and choreography program that lets you create and<br />
control a complete fireworks display. The program can be used by fireworks professionals and amateurs who<br />
are designing real-world fireworks shows, as well as by enthusiasts and artists working in the virtual world.<br />
<strong>FINALE</strong> <strong>Fireworks</strong> provides a simple and intuitive interface that lets you build a performance by draggingand-dropping<br />
individual shells onto a “Sky Field” canvas. You can add and synchronize music, insert a<br />
background that depicts an actual shoot site, capture your creation as a “firing script” (indispensible for the<br />
real-world designer), and even record a video that you can share with your friends.<br />
The graphical engine that creates the fireworks simulation in <strong>FINALE</strong> fireworks doesn’t use pre-rendered<br />
images or simple “wireframe” outlines. All of the shots you’ll see when you play your show are created in realtime,<br />
based on the physical properties of the mortars, shells, and other components that professionals use<br />
when designing an event—with just enough natural randomness to make each performance a unique<br />
experience.<br />
The first few chapters of this <strong>User</strong> <strong>Guide</strong> tells you everything you need to know to create a fireworks show<br />
with <strong>FINALE</strong> <strong>Fireworks</strong>. The final chapters explain how to create your own firework effects.<br />
Logging In<br />
The first thing you have to do, of course, is download the <strong>FINALE</strong> <strong>Fireworks</strong> software. If you’re reading this,<br />
you’re probably already running the program, but just in case, you can find the latest version of the program<br />
at the <strong>FINALE</strong> <strong>Fireworks</strong> website:<br />
http://www.finalefireworks.com/<br />
The Website will step you through the process of creating an account and will download the latest version of<br />
the program. If you’ve accepted the default installation location, you’ll be able to launch <strong>FINALE</strong> <strong>Fireworks</strong><br />
by double-clicking...<br />
C:\Program Files\<strong>FINALE</strong> <strong>Fireworks</strong>\<strong>FINALE</strong> <strong>Fireworks</strong>.bat<br />
After launching the program, you’ll see the login panel:<br />
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Introduction<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The only wrinkle, here, is that you must be connected to the Internet so the program can download the latest<br />
fireworks catalog. If you see the “Network error: communication failure” message when you log in…<br />
…check your Internet connection.<br />
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2 <strong>User</strong> Interface Layout<br />
In this chapter we’ll look at the general layout of the <strong>FINALE</strong> <strong>Fireworks</strong> user interface. Except for a couple<br />
simple editing windows, everything you need to create a fireworks show is presented in a single workspace.<br />
The illustration, below, points out the principal components of the workspace:<br />
Main Menu<br />
Inventory<br />
Sky Field<br />
Zoom slider<br />
Wind slider<br />
Playhead<br />
Playback Controls<br />
Timeline<br />
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<strong>User</strong> Interface Layout<br />
In subsequent chapters, we’ll take a closer look at most of these components. Briefly, they are:<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
• Main Menu. The options in the Main Menu let you open and save shows, switch backgrounds, create<br />
“Launch Positions”, add music to your show, and so on. For real-world designers, the File submenu lets<br />
you write your show as a firing report in a number of standard formats.<br />
• Inventory. The Inventory section lists the fireworks that you can drop into your show. Every time you<br />
launch program, the application connects to the <strong>FINALE</strong> <strong>Fireworks</strong> website and downloads fireworks<br />
into your Inventory, so your fireworks list will always be up-to-date.<br />
• Sky Field. This is where your show is displayed. You can drag-and-drop fireworks into the Sky Field, move<br />
their launch and “target” positions (the target is the firework’s highest point), delete individual or groups<br />
of fireworks, and so on.<br />
• Wind Slider. <strong>FINALE</strong> can add a wind effect to your show. You increase and decrease the wind (and<br />
change its direction) by moving the Wind Slider up and down. As you move the slider, the speed and<br />
direction of the wind is displayed above the Wind icon. To remove all wind, move the slider to the<br />
vertical center of the window.<br />
• Zoom Slider. When you launch <strong>FINALE</strong> <strong>Fireworks</strong>, the Sky Field is set to simulate an area that’s about 900<br />
feet high and 2000 feet wide. If you resize the window, the resolution changes—your fireworks will<br />
appear to be closer or farther away—but the dimensions of the simulated area don’t change. To zoom in<br />
and out of the Sky Field, move the Zoom Slider up and down. The simulated height is displayed above<br />
the icon as you move the slider.<br />
• Timeline. The Timeline shows the temporal positions of your fireworks. In the illustration, we see three<br />
fireworks, represented by the white “blips” along the Timeline. Exactly which part of the firework a blip<br />
represents depends on the type of firework: For shells, it’s the burst event; for fountains, comets, and<br />
mines, it’s the launch. If you look closely, you can see a wavy black section superimposed on the Timeline.<br />
This is the waveform of the music that you’ve added to your show, making it easy to synchronize your<br />
show to your soundtrack.<br />
• The Playhead represents the current moment that’s being displayed in the Sky Field, and moves left-toright<br />
as you play your show. You can drag the Playhead to quickly “scrub” through your show.<br />
• Playback Controls. The Playback Controls that are displayed onscreen let you start and pause your show,<br />
and rewind to the beginning. A number of other controls (incremental fast forward and rewind, seek to<br />
end, and so on) are provided in the File > Timeline submenu. All of the controls, onscreen or not, are<br />
bound to keyboard keys making it easy to control your show. Most notably, the spacebar toggles between<br />
Play and Pause, and arrow-left/arrow-right moves a paused show forwards and backwards by a single<br />
frame.<br />
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<strong>User</strong> Interface Layout<br />
Other Views<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
In addition to the default workspace, <strong>FINALE</strong> presents two other important views: The Firework Editor and<br />
the Firing View.<br />
• The Firework Editor presents a set of sliders, menus, and other controls that let you modify the attributes<br />
of a firework. To display the Firework Editor, you double-click on a firework that you’ve added to your<br />
show. The editor is presented as a series of tabs across the top of the main window:<br />
Firework Editor<br />
The Firework Editor is described in detail starting with the Creating Your Own <strong>Fireworks</strong> chapter of this <strong>User</strong><br />
<strong>Guide</strong>.<br />
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<strong>User</strong> Interface Layout<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
• The Firing View is a list of the fireworks that you’ve added to your show, in chronological order. To bring<br />
up the Firing View, choose File > Firing View or type CONTROL-F:<br />
Firing View<br />
The Firing View is described in the Real-World Show Design chapter in this book.<br />
PAGE 14
3 Working with <strong>Fireworks</strong><br />
In this chapter, we’ll look at how you choose a firework and add it to your show. We’ll also look at how you<br />
select, place, modify, and delete fireworks.<br />
The Inventory<br />
The Inventory section of the UI contains all the fireworks that you can add to your show. When you log in,<br />
the program forms a connection to the <strong>FINALE</strong> <strong>Fireworks</strong> website and downloads the latest set of fireworks,<br />
including the fireworks that you’ve designed and those that you’ve selected from other <strong>FINALE</strong> users.<br />
Firework Categories<br />
There are a number of ways you can search for a firework. First, you can search by category. There are six<br />
firework categories, represented by the six tabs that run across the top of the Inventory:<br />
Firework Categories<br />
The Inventory provides a UI that lets you search within a category based on collection, subcategory, color,<br />
and mortar caliber:<br />
Firework Subcategories Collection Color Caliber<br />
• The subcategories provide a further categorization of the fireworks type. Currently, only the Shells and<br />
Candle types have subcategories.<br />
• You can choose from three collection options: Standard fireworks is the set that’s provided by <strong>FINALE</strong>;<br />
My fireworks are the effects that you’ve created or have selected from other users; All collections is a<br />
combination of the two.<br />
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Working with <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
• The color dropdown menu applies to all fireworks types. It lets you search for a firework that paints a<br />
particular color, whether in its tail or its burst. Many fireworks have more than one color.<br />
• The caliber dropdown also applies to all types. The larger the caliber, the bigger (and higher) the firework.<br />
Expanding your Inventory<br />
You can add fireworks to your inventory through the Edit > Add new fireworks option. This will bring up the<br />
Add <strong>Fireworks</strong> window:<br />
To add a firework, click the corresponding copy link. The firework will be add to your My fireworks collection.<br />
To delete a firework from your My fireworks collection, go to Edit > Manage my fireworks. A panel similar to the<br />
one above will appear that lets you remove individual effects.<br />
Adding a Firework to Your Show<br />
After you’ve found the firework that you want, it’s time to add it to the show. There are two ways to add a<br />
firework:<br />
• By clicking on its icon in the Inventory.<br />
• By dragging and dropping the icon into the Sky Field.<br />
The difference between these two methods is the way in which the firework is placed in the scene, as<br />
described in the following sections.<br />
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Working with <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Click to Add<br />
When you click an icon, the firework is dropped into the scene with its launch point set just above the launch<br />
caret that sits on the imaginary launch line, and its height (or target point) is defined by its caliber. Here, we’ve<br />
clicked on the 5” Red Ext Comet:<br />
Click here<br />
Target point<br />
Launch point above<br />
the launch caret<br />
Height determined<br />
by caliber<br />
Launch line<br />
You can drag the launch point after you’ve dropped it, but only horizontally. You can’t drag a launch point up<br />
into the Sky Field—it always lies on the launch line at the bottom of the Sky Field. When you drag a<br />
firework’s launch point, the launch caret goes with it. The next firework you click-to-add will drop into<br />
thisnew location. (Note that you can’t move the launch caret by hand.)<br />
Notice that the firework’s trajectory is outlined with white dots. The white dots mean that the firework is<br />
selected. If we add another comet the first object becomes unselected, as indicated by the red dots (you have<br />
to hover the mouse over the Sky Field to see the unselected outline):<br />
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Working with <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Unselected<br />
Selected<br />
The second firework is added at the same position as the first, above the launch caret. The angle of the<br />
trajectory, however, is varied so that the two fireworks don’t lie on top of each other. The amount of<br />
variation depends on the firework’s definition.<br />
You can select a firework by clicking anywhere along its trajectory. We’ll talk more about selection when we<br />
get to the Modifying a Firework section.<br />
Drag and Drop<br />
When you drag and drop an icon, you get to control the firework’s launch point and its height (if you’re a<br />
real-world designer, this probably isn’t what you want—see the Note for the Real-World Designer, below). As you<br />
drag the icon out of the Inventory, the launch caret follows the mouse. When you drop the icon, the<br />
firework’s launch point drops to the caret, and its target point is wherever you let go of the mouse. However,<br />
this is only true for shells and comets; for the other firework types, the height is always controlled by the<br />
caliber of the mortar (you can adjust it by hand, later).<br />
The illustrations, below, show the caret as we drag a shell, and the placement of the launch and target points<br />
when we drop. (Note that the icon itself doesn’t actually appear under the mouse as you drag it.)<br />
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Working with <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Drag<br />
Drop<br />
Caret moves<br />
with the drag<br />
Height and launch point<br />
are determined by the<br />
position of the drop<br />
Note for the Real-World Designer: Obeying the Caliber<br />
If you’re choreographing a real-world show, you want the physics of the fireworks to obey the caliber of the<br />
mortar—when you drag-and-drop an object, you don’t want the drop point to define the placement of the<br />
target point. To place the firework so its target point is placed according to the firework’s caliber, press the<br />
SHIFT key before you drop.<br />
Deleting <strong>Fireworks</strong><br />
To delete a firework, you first must select it and then hit the DELETE key (not the BACKSPACE key). You can also<br />
delete a firework by selecting it and choosing the Edit > Delete option.<br />
If you want to delete all the fireworks in your show, choose the Edit > Select All option and hit DELETE (or<br />
choose Edit > Delete).<br />
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4 Launch Positions: The Basics<br />
Rather than drop you fireworks randomly along the launch line, you can add them to specific launch positions.<br />
A launch position is a pre-defined location along the launch line that acts as a “magnetic cradle” for the<br />
fireworks that you add into the scene. If you reposition the launch position, all of the fireworks that have<br />
been added to it move as a group.<br />
If you’re a real-world designer you’ll probably use launch positions exclusively (as opposed to dropping<br />
fireworks into undefined locations on the launch line). Moreover, you’ll probably define all of your launch<br />
positions first, before you start adding fireworks.<br />
This chapter looks at the basic elements of launch positions. A later chapter, Real-World Show Design looks at<br />
move advanced topics, such as how to use launch positions to assign modules and firing pins.<br />
Creating a Launch Position<br />
To create a launch position, select the Edit > Add launch position menu item:<br />
A launch position marker will appear in the center of the launch line:<br />
Launch position marker<br />
If we zoom in on the marker, we see a caret sitting in the “cradle”. This means that the launch position is<br />
selected. Here’s a selected an unselected launch position:<br />
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Launch Positions: The Basics<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Selected<br />
Unselected<br />
When you click an icon in the firework Inventory, the firework is automatically added to the currentlyselected<br />
launch position.<br />
You can also add a firework to a launch position by dragging the firework near the launch position marker.<br />
As you drag the firework near the marker, the firework’s launch point caret “snaps to” the launch position<br />
marker (that’s the “magnetic” aspect). When you drop, the firework’s launch point falls into the launch<br />
position, and its height is determined by the firework’s caliber:<br />
When you drag a launch position, the fireworks that it cradles move with it.<br />
Deleting <strong>Fireworks</strong> and Launch Positions<br />
To delete a launch position, hover the mouse over it (it will “light up”), hold down the CONTROL key, and<br />
right-click. Launch positions aren’t affected by the Edit > Delete menu item.<br />
When you delete a launch position, the fireworks it contains remain on the screen.<br />
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5 Adding <strong>Fireworks</strong> in Time<br />
So far, we’ve only discussed how to add a firework in space along the launch line. A firework’s position in<br />
time is just as important. The rule for adding a firework in time is simple: It’s placed at the current position of<br />
the Playhead. However, there’s a wrinkle, here:<br />
• For shells, the event that’s dropped onto the Playhead (when the shell is added) is the burst.<br />
• For all other fireworks, it’s the launch.<br />
In the UI Layout chapter, we mentioned that a firework is represented as a blip on the Timeline. There’s<br />
actually more to it than that. If we zoom into the Timeline, you’ll see that the blip leaves a trail. When we add<br />
a shell, the trail looks like this:<br />
The blip (the burst, for a shell) is aligned with the Playhead. The trail leading up to the blip shows the<br />
duration of the launch; the trail to the right is the fall off.<br />
For comets, fountains, and mines, the burst (essentially) coincides with the launch point:<br />
Adding <strong>Fireworks</strong> as the Playhead Is Moving<br />
Our simple rule of adding a firework at the Playhead doesn’t mean that the Playhead has to be sitting still.<br />
Another nice feature of <strong>FINALE</strong> <strong>Fireworks</strong> is that you can start the Playhead moving and add fireworks as it<br />
travels along the Timeline.<br />
To add a firework while the Playhead is moving, you use the same methods that were previously described:<br />
Click a firework icon, or drag-and-drop the icon into the Sky Field. By default, the firework’s “launch<br />
moment” is added to the scene—when you click or drop, the firework is added and immediately launched. In<br />
some cases, this might not be what you want. Most notably, if you’re adding fireworks as you play your show<br />
in order to coordinate bursts with specific moments in your soundtrack, you don’t want the fireworks to be<br />
PAGE 22
Adding <strong>Fireworks</strong> in Time<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
added at their launch moments, you want a “click-means-burst” effect. To do this, hold down the SHIFT key<br />
when you click (or drop). The firework will be added at its “burst moment”.<br />
Modifying a Firework<br />
You can modify a firework you’ve placed in the scene by…<br />
• moving its launch point,<br />
• bending or stretching its target point,<br />
• and moving it in time.<br />
All three modifications are performed by grabbing some part of the firework and dragging the mouse. But<br />
before you do any of this, you have to select the firework.<br />
Making a Selection<br />
To select a firework, you simply click anywhere along its trail in the Sky Field or on its blip on the Timeline.<br />
As you hover over the firework, its outline and blip will glow red. When you click, the glow changes to white.<br />
Here we see the effect as you approach, hover over, and then click on the firework:<br />
PAGE 23
Adding <strong>Fireworks</strong> in Time<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
You can expand the selection by SHIFT-clicking on other<br />
fireworks. In the illustration, below, we’ve selected two of the<br />
three shells in the scene:<br />
SHIFT-clicking a selected firework will remove it from the selection.<br />
Moving in Space<br />
Once you’ve made your selection, you can move the selected fireworks’ launch points or target points. To<br />
move the launch, mouse down anywhere along the trajectory of a selected firework (this won’t change the<br />
selection) and drag. All selected fireworks move together. As you drag, a “measuring stick” appears that<br />
shows you the distance from the center of the screen to the launch point of whichever firework you clicked<br />
on. Here, we drag our selection to the left:<br />
To bend or stretch the target points, click within the “target circle” at the top of the firework and drag. You<br />
can drag in any direction; again, the target points of all selected fireworks move in concert while the launch<br />
points remain where they are:<br />
PAGE 24
Adding <strong>Fireworks</strong> in Time<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
When you move the target point, a measuring stick (not shown in the illustration) shows you the height and<br />
angle of the target. By default, you can only move the targets to specific spots in the Sky Field—the targets<br />
“snap to” and invisible grid. If you want to smoothly adjust the targets, hold down the SHIFT key as you drag.<br />
Moving in Time<br />
Moving a firework in time is similar to moving it in space: You make your selection as before, but this time<br />
you click on one of the Timeline blips and drag. Moving to the left pushes the selected fireworks backwards<br />
in time; moving to the right is into the future. As you drag, you’ll see your fireworks “perform”. For example,<br />
here we drag a green mine forward in time (to the right).<br />
In relation to the Playhead, the mine is getting “younger”, so it appears to run backwards. If you push the<br />
firework past the Playhead, the connection to the Sky Field disappears, and a message tells you that the object<br />
is no longer visible.<br />
PAGE 25
Adding <strong>Fireworks</strong> in Time<br />
Using Launch Positions to Select <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Launch positions aren’t just a convenient way to co-locate multiple fireworks; you can also use them as a<br />
selection tool. In the illustration, below, we see a group of mines that have been added to a launch position.<br />
Rather than selecting each firework one-by-one, you can click on the launch position marker; all of its<br />
fireworks are selected:<br />
As mentioned earlier, if you drag the launch position marker, all of the fireworks go with it. If you want to<br />
drag the fireworks out of the launch position, click on the marker (to select the fireworks), and then click and<br />
drag by the collected launch points:<br />
PAGE 26
6 Working With the Timeline<br />
This chapter looks at the tools you use to change the resolution and playback position of the Timeline, and<br />
the duration of your show.<br />
The Timeline components are illustrated below:<br />
Playhead Time Zoom Buttons Time Display<br />
Time Zoom Slider<br />
The Playhead<br />
The Playhead shows you the current temporal position in your show. There are a number of ways to position<br />
the Playhead:<br />
• You can drag it. As you drag the Playhead, your fireworks launch and explode accordingly.<br />
• You can jump to the beginning or end of the show by pressing the HOME and END keys, respectively.<br />
• You can step the Playhead incrementally forward (toward the end of the show) by pressing PAGE UP (big<br />
step) or the RIGHT-ARROW key (small step).<br />
• Similarly, PAGE DOWN and LEFT-ARROW bump the Playhead back toward the beginning of the show.<br />
• You can start and stop the show by using the Playback Controls (which we saw in the first chapter), or by<br />
pressing the spacebar.<br />
You can also move the Playhead by dragging the zoom slider, which we’ll describe later in this chapter.<br />
PAGE 27
Working With the Timeline<br />
Time Zoom Buttons<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Time Zoom Buttons let you expand and contract the Timeline. When you click the button, you<br />
expand the Timeline. A smaller portion of your show is represented on the Timeline, but the Timeline blips<br />
“spread out” making it easier to select a specific firework. Here we see the before-and-after effect of zooming<br />
into the Timeline:<br />
The<br />
button contracts time; more of your show is represented, but the blips are closer together.<br />
You can also zoom in and out with the Time Zoom Slider. Which method you use for zooming is a matter of<br />
taste.<br />
Time Display<br />
The Time Display shows you the current time location of the Playhead (on the left) and the duration of the<br />
entire show (on the right). Both measurements are in minutes:seconds.hundredths-of-seconds:<br />
Playhead location<br />
Show duration<br />
Time Zoom Slider<br />
The Time Zoom Slider fulfills a number of functions. It represents the portion of the show that’s displayed<br />
on the Timeline, it lets you quickly move to a different part of your show, and it lets you zoom in and out.<br />
The track that the zoom slider sits on represents the duration of your entire show. The zoom slider itself<br />
maps to the portion that’s currently displayed in the Timeline:<br />
PAGE 28
Working With the Timeline<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
You can move the Time Zoom Slider by grabbing anywhere along the middle portion and dragging. This is a<br />
great way to quickly jump to a different part of your show. Notice that when you drag, the Playhead “sticks”<br />
to one edge or the other—the Playhead can’t scroll out of view:<br />
A particularly welcome feature of the Time Zoom Slider is that it’s resizable. Resizing the Slider is a<br />
convenient way to expand and contract the Timeline. As opposed to the zoom buttons, which zoom in and<br />
out in discrete steps, the Time Zoom Slider is continuous, letting you quickly zoom into exactly the portion of<br />
your show that you want to examine.<br />
For example, let’s say you want to see the eight-second slice of your show that starts at exactly 90 seconds in.<br />
First, you drag the Time Zoom Slider so the section is in view:<br />
Next, you drag the Slider’s left thumb to the right until the 1:30 mark is at the left edge of the Timeline. (Note<br />
that contracting the slider zooms in; expanding it zooms out):<br />
Now drag the right thumb to the left:<br />
With just three quick mouse moves, you’ve zoomed into the part of the show that you’re interested in.<br />
PAGE 29
Working With the Timeline<br />
Changing the Duration of Your Show<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
By default, all shows are two minutes long. To change the duration, select the Edit > Set show duration option.<br />
The Set show duration window will open. Type in the new duration, in seconds, and click Set:<br />
When you increase the duration, a blank portion is added to the end of the show. If you want to add time to<br />
the beginning of the show, increase the show’s length, select all of the fireworks, click on a firework blip on<br />
the Timeline, and drag to the right.<br />
Be aware that the undo command (Edit > Undo or CONTROL-Z) doesn’t apply to modifications to the show’s<br />
duration.<br />
PAGE 30
7 Changing Backgrounds<br />
You set your show’s background image by selecting an image from the Background menu. If you want to add<br />
an image of your own, select Background > Add new background and browsing to an image file. The file must<br />
be in this format:<br />
• 5x3 ratio, width to height. (The images that are shipped with <strong>FINALE</strong> <strong>Fireworks</strong> are 1667 x1000 pixels).<br />
Your image will be scaled to fit the Sky Field, so it can be as small or as large as you like.<br />
• JPEG format.<br />
When you add your own background, the image is copied into the backgrounds/user directory in the<br />
<strong>FINALE</strong> <strong>Fireworks</strong> installation directory, and the name of the image is added to the Background menu. Keep<br />
in mind that the image that you see in the program is a copy of the file that you added. If you make changes<br />
to the original file, you have to re-add the image and then restart the program.<br />
If you want to delete an image from the Background list, remove it from the backgrounds/user directory.<br />
PAGE 31
8 Saving, Opening, and Exporting<br />
your Show<br />
To save your show, go to the File menu and select an option:<br />
• Save. This will upload your show to the <strong>FINALE</strong> <strong>Fireworks</strong> website where it can be viewed by other<br />
<strong>FINALE</strong> users. The show will be rendered as a high-resolution movie and added to the website’s Show<br />
page. It takes about an hour to complete the rendering, so you won’t see it on the Show page immediately.<br />
When you select Save, you’re asked to give your show a name.<br />
• Save to disk. This saves your show to your local disk as an “HBS” file. The file contains everything<br />
<strong>FINALE</strong> needs to reconstruct your show—firework placements, background image name, soundfile<br />
name, and so on. The file is text-based; if you’re intrepid, you can modify your show directly by editing<br />
the file. Note, however, that the HBS format isn’t currently documented, and you can easily corrupt the<br />
file so that <strong>FINALE</strong> won’t be able to load it.<br />
• Save as to disk…. This is the same as the above, but lets you save the show as a new HBS file.<br />
The File menu’s show-opening options are:<br />
• Open. When you select Open, <strong>FINALE</strong> opens a panel that lists the shows that you’ve uploaded to the<br />
<strong>FINALE</strong> website. Note that it only lists your own shows—you can’t open shows that were created by<br />
other <strong>FINALE</strong> users.<br />
• Open from disk… lets you browse to and open a previously-saved HBS file.<br />
The rest of the File items are meant for real-world designers:<br />
• Print Inventory Report creates a printable list of the fireworks that you’re using in your show.<br />
• Print Loading Report creates a printable mapping of fireworks-to-launch positions, and the mapping<br />
between launch positions and modules/pins.<br />
• Print Firing Report creates a printable version of the firing script. It lists your fireworks in chronological<br />
order, along with their firing times and launch position information.<br />
• The Export …Script options create firing scripts in various industry-standard formats.<br />
PAGE 32
9 Real-World Show Design<br />
This chapter proposes a workflow for real-world show design and looks at the advanced aspects of <strong>FINALE</strong><br />
that let you (the real-world designer) create and export the reports and scripts that you’ll use in the field.<br />
We’ve already looked at some of the <strong>FINALE</strong> tools that can be an aid to real-world design—launch<br />
positions, in particular. In this chapter, we’ll show you how to assign firing modules (including devices with<br />
slats) to launch positions, how to use the Firing View to view the module and pin assignments of individual<br />
fireworks, and how to export the reports that <strong>FINALE</strong> will generate for you.<br />
Real-World Workflow<br />
If you’re a real-world designer, your work in <strong>FINALE</strong> will probably follow this workflow.<br />
1 Add launch positions. Define and name a set of launch positions.<br />
2 Assign modules or slats. Assign one or more firing modules or slats to each of the launch positions.<br />
3 Add fireworks. Add fireworks to the launch positions.<br />
4 Assign module addresses and firing pins. Modify the fireworks’ modules and pin assignments by using the<br />
Firing View.<br />
5 Export your show. Save your show and export it as a set of reports and a firing script.<br />
<strong>FINALE</strong> can automate some of this work for you. Specifically, it can create and assign modules and firing<br />
pins automatically. Whether you take advantage of this automation depends, primarily, on your resources. If<br />
the number of modules that you can use isn’t an issue, and if all of the modules are the same type, then you<br />
can let <strong>FINALE</strong> automate all (or much) of the process for you. If your resources are limited, if your modules<br />
are of different types (different numbers of firing pins, specifically), of if you want to split modules across<br />
launch points, then you may need to create assignments by hand.<br />
The next few sections will concentrate on the second and fourth steps outlined above. We’ll assume that<br />
you’ve already added launch positions to your show, a subject that we’ve already discussed. (To review, you<br />
add a launch position by choosing the Edit > Add launch position menu item.)<br />
PAGE 33
Real-World Show Design<br />
Assigning Modules to Launch Positions<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
To configure a launch position’s attributes, right-click or double-click on the launch position marker. This will<br />
bring up the Edit position properties panel:<br />
The Name is provided as a convenience and is reproduced in some of the reports.<br />
Distance from audience sets the location of the launch position. As you increase the distance, the launch<br />
position is pushed away from the audience. In the Sky Field, the launch position will get smaller and “rise up”<br />
towards the horizon in a simulation of its real-world location. The fireworks that you add to a more distant<br />
launch position will appear smaller—or farther away—than those that are added to a closer launch position<br />
The most important control is Add module or slat. You can either add modules/slats to the launch position<br />
yourself or let <strong>FINALE</strong> add them for you. When <strong>FINALE</strong> adds a module, it creates a generic module with<br />
these characteristics:<br />
• Module type: “Generic32”. The type is the name of the device, used both as a convenience for the user in<br />
the printed reports and as information to <strong>FINALE</strong> so consideration can be made for the specific features<br />
or constraints of different types of modules. For example, the type “m156” tells <strong>FINALE</strong> that you’re<br />
using an ATF m156. In this case, <strong>FINALE</strong> will adjust its assignment algorithm (and possibly move<br />
fireworks in time) to accommodate the characteristics of the m156 module. We’ll discuss the details, later;<br />
the point, here, is that if you’re using an ATF m156, you may want to add a module if only to assign the<br />
proper type.<br />
• Address: Starts with 1 and increases monotonically as more modules are needed.<br />
• First pin #: Starts with 1 and increases until the No. of pins has been reached.<br />
• No. of pins: 32<br />
• Launches/pin: 1. This attribute lets you declare the number of e-matches that are assigned to each pin, thus<br />
letting you economize your pin assignments. If you set the value to be greater than 1, <strong>FINALE</strong> will<br />
automatically assign simultaneous fireworks to the same pin until the Launches/pin setting is reached.<br />
PAGE 34
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
If these characteristics match your system, then you can let <strong>FINALE</strong> automate everything for you—you don’t<br />
need to add a module/slat to the launch position. However, if you need to modify the settings, click the Add<br />
module or slat link. This will add a new entry to the table in the middle of the panel:<br />
By adding a single module, you can re-define the default settings that <strong>FINALE</strong> will use when it creates new<br />
modules and makes pin assignments. If you’re using different types of modules at the same launch point, add<br />
and define more modules as needed. If you assign more fireworks to the launch point then are<br />
accommodated by the modules you’ve added, <strong>FINALE</strong> will automatically create modules that match the<br />
characteristics of the last module in the list, and will set the module’s address to the first available address<br />
value.<br />
Bear in mind that if you want to be able to assign module addresses and firing pins to specific fireworks, you<br />
must provide an address in the form, above.<br />
There are a lot more details to <strong>FINALE</strong>’s assignment algorithm that you should understand, but first we’ll<br />
look at some examples that introduces the basic concepts, and also introduce the Firework View.<br />
PAGE 35
Real-World Show Design<br />
Full Automation<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
In this example, we’ll add two launch positions, PositionA and PositionB. Both launch positions use the<br />
<strong>FINALE</strong> default module (no slats, 32 pins, one launch per pin, etc). We add 36 fireworks to each position (in<br />
order to get over the 32 pin limit), but in three groups each, as illustrated below:<br />
16 at PosA<br />
16 at PosB 16 more<br />
at PosA<br />
16 more<br />
at PosB<br />
Final 4 at<br />
PosA<br />
Final 4 at<br />
PosB<br />
The modules and firing pins assignments are listed in the Firing View. To bring up the view, choose File > Firing<br />
View (or type CONTROL-F):<br />
The columns in the view should be reasonably self-explanatory (PFT means “prefire time”). We’ve scrolled<br />
forward to the point in the show between the first 16 fireworks at PosA and the first of PosB. Notice that the<br />
module addresses jump from 1 to 3 between the two modules.<br />
If we scroll much farther forward, to the juncture between “16 more” at PosB and the “Final 4” at PosA,<br />
we’ll see that address 2 was assigned to the second module in PosA:<br />
PAGE 36
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
We should note, here, that of all the values in the table, only the Addr and Pin values are (potentially)<br />
editable—you can modify the settings that they display in order to manually configure the assignments.<br />
However, this only applies to modules that have been added manually. If we click on an Addr in the current<br />
configuration, the only option we see is auto:<br />
We’ll look at effective manual assignment in a later example. The point, here, is that in order to edit the<br />
address and pin assignments, you must first add a module manually and assign an address to it in the Edit<br />
position properties panel.<br />
Also, be aware that while you can continue to add fireworks and edit launch positions while the Firing View is<br />
onscreen, the changes that you make aren’t immediately reflected in the Firing View’s table. To refresh the<br />
view, you must dismiss it and then bring it up again. You can dismiss the Firing View by clicking the X in the<br />
upper right hand corner, or by (again) typing CONTROL-F.<br />
Multiple Launches-per-Pin<br />
In this example, we’ll edit the PosA launch position so that it supports 2 launches-per-pin. We double-click<br />
the PosA launch position to bring up the Edit position properties panel, add a module/slat, and set launches/pin<br />
to 2. However, in order to increase the number of launches per pin, we must assign an address. We’ll use 2.<br />
For the purposes of this example, we’re also going to set the number of pins to 1:<br />
When we bring up the Firing View and scroll to the top of the list, we see this:<br />
PAGE 37
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Even though the module only has one pin, two fireworks are assigned to each module (and to the same pin),<br />
as we wanted. Also, notice that while the address of the first module is 2, the address of the next module<br />
(which is added automatically) is 1. As mentioned earlier, when <strong>FINALE</strong> assigns module addresses<br />
automatically, it picks the first available address—and since address 1 wasn’t used, that’s the address it chose.<br />
Using Slats<br />
To add a module that contains slats, double-click a launch position to bring up the Edit position properties<br />
panel, click the Add module or slat link, and construct the address so that it contains a number and a letter.<br />
(For this example we’ve set the number of pins to 2 and the launches-per-pin to 1):<br />
When you use the “numberLetter” address format, <strong>FINALE</strong> knows that you’re using slats. As you exhaust<br />
the pins on one slat, <strong>FINALE</strong> creates another for you, incrementing the letter portion of the address:<br />
<strong>FINALE</strong> will automatically create 12 slats, with addresses that run from a to l.<br />
Splitting Modules Across Launch Positions<br />
So far, we’ve assigned all the launches from a module to a single launch position. But<br />
let’s say that you want a single module to control two groups of fireworks that are<br />
assigned to different launch positions. The first group is set of 16 fountains that are<br />
launched 200 feet from the audience—this is the main launch position. You then run<br />
scab wire to a second group of three large, important peonies that are launched 100<br />
feet farther back and to the right. In the field, the setup looks like this:<br />
To simulate this in <strong>FINALE</strong>, you create two launch positions (Main and Accent) and add the fireworks:<br />
PAGE 38
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
For both launch positions, bring up the Edit position properties panel and add a module with the same address<br />
(we’ll use 1):<br />
By assigning the same address, you tell <strong>FINALE</strong> that the two launch positions are using the same module.<br />
Bring up the Firing View and scroll to the Accent fireworks:<br />
PAGE 39
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Because the Accent fireworks appear later than the Main<br />
fireworks, <strong>FINALE</strong> has automatically assigned pins 17-<br />
19 to them. But let’s say that you want them to be on<br />
pins 1-3. To change the assignments, click on the pin<br />
number and select another value:<br />
When you’re finished, the assignments look like this:<br />
Notice that the Accent information is presented in<br />
bold. This means that the assignments have been<br />
manually configured. <strong>FINALE</strong> won’t alter settings<br />
that have been manually configured. Also notice that<br />
the pin assignments for Main have been bumped<br />
up—that’s because pins 1, 2, and 3 are no longer<br />
available for automatic assignment.<br />
The Firing View<br />
We just saw an example of how to use the Firing View to change a pin assignment. In this section, we’ll take a<br />
closer look at the Firing View UI and functionality. But, first, a general principle:<br />
• You can move your fireworks and edit launch positions while the Firing View is onscreen. However, the<br />
changes that you make won’t be immediately reflected in the Firing View list. Whenever you make a change<br />
to a firework or launch position, you should close the Firing View and then re-open it (by typing CONTROL-F<br />
twice).<br />
PAGE 40
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Positioning the Playhead<br />
As mentioned earlier, the Firing View gives you a<br />
chronological listing of the fireworks in your show. This<br />
list will, of course, become extremely long. To jump to a<br />
specific point in the list, move the Playhead near the<br />
section that you’re interested in before you type CONTROL-<br />
F. The list will scroll to the chosen point and color the<br />
row of the next firework that’s scheduled to be launched.<br />
For example, here we’ve placed the Playhead just before<br />
the three peonies from our previous example:<br />
Playhead<br />
When we bring up the Firing View, it scrolls to our current position and colors the next firework:<br />
Next firework<br />
Re-assigning Addresses and Pins<br />
As you add fireworks to a launch position, <strong>FINALE</strong> automatically assigns module addresses and firing pins<br />
(as we demonstrated previously). If you want to re-assign a setting, click on the Addr or Pin value and select a<br />
value from the dropdown menu that appears.<br />
The address values that you can select from in the Firing View dropdown menus are restricted to the module<br />
addresses that have been specifically assigned to that launch position. For example, let’s say we have two<br />
launch positions, PosA and PosB. We bring up the Edit position properties panel and add two module<br />
addresses to each launch position, 1/2 for PosA and 3/4 for PosB:<br />
PAGE 41
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Add some fireworks to both launch positions, bring up the Firing View, scroll to a PosB firework, and open<br />
the Address dropdown menu:<br />
The only choices you have are 3, 4, and auto.<br />
Conflict Detection<br />
The Firing View can help you find and resolve questionable pin conflicts. <strong>FINALE</strong> lets you assign any number<br />
of fireworks to the same pin, but warns you if the fireworks aren’t all launched at the same time. If two or<br />
more non-simultaneous fireworks are assigned to the same pin, the Firing View marks the conflicting fireworks<br />
in red.<br />
In the example, below, we’ve created a Zippers launch position that contains a sequence of zipper effects that<br />
are launched one after another. We’ve edited the launch position to contain a single 32-pin module:<br />
PAGE 42
Real-World Show Design<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
We add the zippers, bring up the Firing View, and set the pin number of the first firework to 1. The font<br />
changes to bold to show that the value has been manually set:<br />
Now we set the pin for a later firework to 1, as well. Because the two fireworks aren’t launched at the same<br />
time, <strong>FINALE</strong> detects a conflict and marks the second assignment in red:<br />
<strong>FINALE</strong> doesn’t try to correct this sort of conflict for you, it just points them out. By scanning the Firing<br />
View, you can easily see (and correct, if necessary) your module’s pin conflicts.<br />
PAGE 43
10 Creating Your Own <strong>Fireworks</strong><br />
There are two ways to create a new firework in <strong>FINALE</strong>: By editing a single firework in order to create a new<br />
effect, by selecting a group of fireworks and saving them as a cake. This chapter looks at both methods of<br />
firework creation. The following chapters look at the tabs in the Firework Editor.<br />
Editing a Firework<br />
To create a new firework effect, you select an existing firework from the Inventory, add it to the scene, and<br />
then double-click it to bring up the Firework Editor. The Firework Editor contains a set of sliders, menus, and<br />
other controls that let you modify the attributes of the firework—there’s no programming or file editing<br />
involved.<br />
N O T E<br />
If you’re going to edit a firework, you shouldn’t modify its height or angle by dragging its target<br />
point in the Sky Field. Any hand-modifications that you make will be ignored when you save your<br />
new creation.<br />
To get started, select an<br />
existing firework that’s<br />
similar to the one you want<br />
to create and add it to the<br />
scene by clicking its icon.<br />
When you add the firework,<br />
it will automatically become<br />
selected.Here, we’ve<br />
selected the Red Ext Tail<br />
Comet 6”<br />
Double-click anywhere<br />
along the firework’s<br />
outlined path or click the<br />
Edit button that will appear<br />
onscreen to open the<br />
Firework Editor.<br />
1. Click to add<br />
2. Double-click<br />
the selected<br />
firework…<br />
…or click the<br />
Edit button<br />
The Firework Editor will appear at the top of the window:<br />
PAGE 44
Creating Your Own <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
As long as the Firework Editor is open, the firework will remain selected (although it might not to appear to<br />
be). You won’t be able modify the firework by hand, nor can you select another firework, but the Timeline<br />
and Playhead are still “live”. As you’re editing your firework, you’ll be able to play your show<br />
Add some sparkle<br />
You use the controls in the Firework Editor tabs to<br />
modify the firework. (You’ll need to use the slider at<br />
the bottom of the menu to reach all of the tabs.) The<br />
changes that you make are immediately applied to the<br />
selected firework. Here, we’ve increased the size of<br />
the comet’s shell and added some “sparkle”. We’ve<br />
also moved the Playhead forward so we can get a<br />
better view of the changes we’re making:<br />
To make the changes permanent and dismiss the<br />
menu, click Apply. If you’re dissatisfied with what<br />
you’ve done, click Cancel. All of the modifications<br />
that you made will be forgotten.<br />
Increase the size<br />
Adjust the Playhead for<br />
better viewing<br />
PAGE 45
Creating Your Own <strong>Fireworks</strong><br />
Saving your Firework<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
After you’re finished with your modifications (and have clicked Apply), you’ll return to the normal view of<br />
your scene. To save your creation, make sure the firework is still selected and choose<br />
Edit > Save selected firework from the Main Menu. This will bring up the Save Firework panel:<br />
• If you’re editing a new firework, you should change the name so it doesn’t overwrite the original object.<br />
• The Public checkbox lets you share your firework with other <strong>FINALE</strong> users. Leave it unchecked if you<br />
want to keep the firework to yourself.<br />
• The image below the Public checkbox is the icon that will be used to display the firework in the Inventory.<br />
<strong>FINALE</strong> makes a best guess at creating the icon, but you may need to use the Snapshot delay and Zoom<br />
sliders to adjust it.<br />
PAGE 46
Creating Your Own <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
When you’re ready to publish your firework, click SAVE. Your firework will be added to your local Inventory<br />
and uploaded to the <strong>FINALE</strong> Website. If the save is successful, you’ll see this message:<br />
The panel will disappear after a few seconds, or you can dismiss it by clicking the close button.<br />
If you tried to save a firework without changing its name, you’ll see this:<br />
This isn’t necessarily an error. You’ll see this message if you’re making iterative changes to your own<br />
fireworks; in this case, click UPDATE. You’re not allowed to update the standard fireworks or those created by<br />
other users.<br />
To find your firework in the Inventory, select My private fireworks from the first pulldown menu (make sure<br />
you’re in the correct category, and have selected the proper caliber):<br />
Creating a Cake<br />
A cake combines any number of other fireworks into a single effect. The individual fireworks that you add to<br />
a cake can include the fireworks that you’ve edited, and can come from any of the firework categories—you<br />
can even create a cake by combining other cakes.<br />
An important difference between editing a firework and creating a cake is that you are allowed to hand-modify<br />
the heights and angles of the individual fireworks that comprise the cake. The modifications that you’ve made<br />
will become part of the cake’s definition.<br />
PAGE 47
Creating Your Own <strong>Fireworks</strong><br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
To get started, add some number of<br />
fireworks to the scene. Here, we’ve added a<br />
mine, two comets, and two fountains.<br />
We’ve also adjust the angles of the<br />
fountains and comets so they’re<br />
symmetrically distributed around the mine.<br />
Next, shift-click to select all of the<br />
fireworks, and then choose Edit > Save<br />
selected fireworks as cake. You’ll see the<br />
same Save Firework panel that we described<br />
earlier. Give your cake a name, make it<br />
public (or not), adjust the snapshot, and<br />
click SAVE.<br />
The original fireworks that you used to<br />
create the cake don’t become a cake,<br />
themselves—they remain as separate<br />
fireworks.<br />
To find the cake you created and add an<br />
instance of it to the show, go to the Cake<br />
category of your inventory and look in the<br />
My private fireworks section.<br />
As mentioned above, a cake is treated as a single effect. When you modify a cake’s launch position or its<br />
placement on the timeline, all of the fireworks that make up the cake move together. However, you can’t<br />
change a cake’s height or its angle.<br />
You can “break apart” a cake, and thus turn it back into individual fireworks, by selecting the cake and then<br />
choosing the Edit > Break apart cake menu item.<br />
PAGE 48
Creating Your Own <strong>Fireworks</strong><br />
Managing your Personal Inventory<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
If you want to delete a firework that you’ve created, go to Edit > Manage personal inventory:<br />
This will bring up the Personal Inventory panel:<br />
The panel lists all the fireworks that you’ve saved (both individual fireworks and cakes). To delete a firework,<br />
click the delete button at the far right. When you’ve finished, click Done.<br />
PAGE 49
11 Common Tabs<br />
This chapter lists the tabs that are common (or nearly so) to all fireworks.<br />
Firework<br />
The Firework tab sets some basic attributes of your firework.<br />
Name<br />
Name<br />
Attribute<br />
Text<br />
The name of the firework as it’s displayed to the user. The name mustn’t contain accented characters or any<br />
other formatting. The text field only accepts simple ASCII characters; non-ASCII characters are removed<br />
from the text that you supply.<br />
Category<br />
Menu<br />
The category in which the firework will be listed in the <strong>FINALE</strong> application. You should rarely need to<br />
change a firework’s category. The choice you make won’t affect the firework’s appearance; for example, if<br />
you’re editing a mine, setting the Category to Fountain won’t turn your design into a fountain. The firework<br />
isn’t placed in the selected category until you publish it through the Edit > Save selected firework. If you<br />
change the Category setting for an existing firework (and Save), the firework is removed from its current<br />
category and moved to the new one.<br />
Caliber<br />
Menu<br />
N O T E<br />
Fountains don’t have a Caliber control. Instead, they have a Duration. This is explained in the<br />
Fountain chapter.<br />
The caliber of the launching device. The menu provides options that let you choose from among a dozen<br />
industry-standard sizes, from 1 inch to 10 inches.<br />
The caliber affects almost all aspects of a firework—it’s size, velocity, and duration, and so on. It also<br />
indirectly influences the velocity of the stars that a shell produces.<br />
PAGE 50
Common Tabs<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Name<br />
Prefire<br />
Attribute<br />
Slider (seconds)<br />
Prefire is the delay between the time a firework is launched and the time that it “reveals itself”. What this<br />
means depends on the type of firework:<br />
Non-shells (mines, comets, fountains, and candles) reveal themselves almost immediately, so their prefire<br />
durations are extremely short (0.3 seconds by default). For these fireworks, the Prefire setting places the<br />
“blip” on the Timeline, but it doesn’t affect the firework itself. For example, if you increase the Prefire value,<br />
the blip will move to the right, but the firework itself won’t look any different. You should rarely need to<br />
change the Prefire value for a non-shell.<br />
For a shell, the Prefire setting also sets the Timeline blip; in addition, it sets the amount of time between the<br />
shell’s launch and its burst. The greater the Prefire value, the farther the shell will travel before it bursts. If<br />
you set the value to 0.0 (for a shell), <strong>FINALE</strong> computes the prefire duration for you based on the shell’s<br />
caliber.<br />
PAGE 51
Common Tabs<br />
Field notes<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Field notes tab lets you add a description, explanation, instruction or any other arbitrary text to your<br />
firework. Provided primarily for the pro, the notes that you supply will appear in the reports that you<br />
generate.<br />
Name<br />
Notes<br />
Attribute<br />
Text<br />
Arbitrary text that’s added to the firework. The text can be of any length, but may only contain normal<br />
ASCII characters—it can’t contain accents or other special characters. Non-ASCII characters are removed<br />
from the text.<br />
PAGE 52
12 Peony<br />
A peony is a shell that bursts into a spherical set of stars and pistils. The stars can have two layers of<br />
pyrotechnic material. After a star burns through its first layer, it transitions into a second effect.<br />
PAGE 53
Peony<br />
Launch<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch tab defines the attributes of the shell’s launch.<br />
Name<br />
Cone angle<br />
Attribute<br />
Slider (degrees)<br />
A shell’s cone angle is the angle across which successive launches are randomly distributed. The center of the<br />
angle is straight up. As you increase the cone angle value, the cone widens symmetrically around the center.<br />
N O T E<br />
The adjustments that you make to the cone angle won’t affect the firework that you’re currently<br />
editing. The setting is applied after you’ve saved your firework and added a new instance to the<br />
scene.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
By default, the height (or distance) of a shell’s trajectory is determined by the velocity with which it’s<br />
launched, and velocity is directly related to the mortar’s caliber (and some other physical properties).<br />
The Cone height slider lets you adjust the shell’s velocity (and so its height). If you set the slider to 1.0, you<br />
get the velocity/height that’s determined by the caliber. Values greater than 1.0 produce greater heights, as<br />
much as twice as high as the natural caliber height. Values less than 1.0 reduce the height. If you set the<br />
value to 0.0, the firework won’t lift off at all.<br />
Keep in mind that you’re increasing and decreasing the shell’s velocity. The duration of its trajectory will be<br />
the same regardless of this slider’s value. Thus, you can adjust the cone height without invalidating the<br />
shell’s prefire setting.<br />
Randomness<br />
Slider (Fraction; only affects new fireworks)<br />
The velocity with which a shell is launched is set naturally by its caliber. The Randomness slider lets you add<br />
some randomness to the velocity. As you increase the slider’s value, the range of velocities widens, but<br />
they’re always less than the natural velocity that’s set by the shell’s caliber. For example, let’s say you’re<br />
creating firework that launches a shell with an initial velocity of 400 ft/sec. If you set the Randomness to<br />
0.00, the shells will always emerge with (nearly) the same initial velocity (400 ft/sec). A value of 0.5 means<br />
shell could emerge with an initial velocity that’s anywhere between 200 and 400 ft/sec.<br />
PAGE 54
Peony<br />
Shell tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched and that lasts until it bursts.<br />
You make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the<br />
tail’s color through the other control.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
PAGE 55
Peony<br />
Shell burst<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst controls set some basic attributes of the stars that emerge when the shell bursts (or “breaks”).<br />
Name<br />
No. of Stars<br />
Attribute<br />
Slider (Count)<br />
Sets the number of stars that each shell contains. When the shell bursts, the stars are thrown in random<br />
directions away from the shell, creating a peony effect. If you set No. of stars to 0, the shell won’t throw any<br />
stars. The stars’ attributes (color, weight, sound, and so on) are set through the various Star tabs.<br />
Burst force<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the power with which the stars break from the shell. 1.0 is the shell’s natural burst power, based on the<br />
caliber of the shell and other physical properties. Other values are applied as scalers on the natural power:<br />
0.5 means the stars are thrown half has hard; 2.0 means they’re thrown twice as hard. A setting of 0.0 means<br />
that there’s virtually no power—the stars fall out of the break with very little outward momentum.<br />
Note that the Burst force setting affects the sound volume of the report. If you want to create a weak shell<br />
with a loud report, you have to increase the Report > Loudness setting.<br />
No. of Pistils<br />
Pistil burst force<br />
Slider (Count)<br />
Slider (Scaler; 1.0 = natural size)<br />
These two controls are similar to the first two, but are applied to the shell’s pistils. A pistil creates a trail<br />
effect that’s similar to a star’s tail; however, pistils are independent of stars. When the shell bursts, the pistils<br />
are thrown in random directions away from the shell, creating the “spokes” in a peony effect. The pistil’s<br />
other attributes are set in the various Pistil tabs.<br />
PAGE 56
Peony<br />
Shell burst sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst sound controls let you select and modify the sound that’s played when the firework’s shell<br />
finishes its trajectory (the sound is played even if the shell doesn’t actually burst).<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the shell bursts. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />
completely unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by the firework’s caliber or<br />
the Shell burst > Burst force setting; for example, if you increase a firework’s caliber, the shell’s burst sound<br />
doesn’t get louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each shell burst. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific burst will be somewhere between -0.2 (a fifth of an octave below the<br />
natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 57
Peony<br />
Star<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star is created when particles of pyrotechnic composition material are ignited and emitted by a bursting<br />
shell. The Star tab defines the basic attributes of a star, such as its duration and whether it’s accompanied by a<br />
tip. A star’s force—but not its duration—is affected by the Shell burst > Burst force setting.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the star’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
star’s natural duration, which is determined by its caliber, speed, and other factors. This natural duration is<br />
represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the burst and<br />
the time that the star is exhausted will be half as long as the natural duration. If you want to extend the<br />
stars’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the star’s longevity. With a setting of 0.0, there’s no randomness—<br />
all stars that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a star may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a star’s duration so that it lasts longer than the Longevity setting—it can<br />
only decrease it.<br />
Tip effect<br />
Menu<br />
Lets you choose the type of tip you want the star to display:<br />
No tip. Turns off the tip.<br />
Constant. All star tips appear together, last for the same amount of time, and burn with the same intensity.<br />
Strobe. Some randomness is added to the initial appearances, durations, and intensities of the tips, creating a<br />
strobe effect.<br />
PAGE 58
Peony<br />
Star body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Star body controls let you fine-tune a star’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the stars’ trajectories; they don’t modify the size or appearance<br />
of the stars.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the star’s weight. A value of 1.0 is the star’s “natural” weight. If you increase the value, the star<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the star lighter and so the<br />
straight-outward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a star consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the star’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the star<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the star loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the star’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the star less affected by the wind, causing its trajectory to straighten and<br />
elongate. Increasing the value increases the effect of the wind and air friction on the star, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 59
Peony<br />
Star tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a star is its leading edge as it burst from a shell. The tip can begin “glowing” as soon as the star<br />
emerges and can continue through the star’s duration. You make the tip visible by setting the Star > Tip effect<br />
to something other than No tip. You then set the tip’s other attributes through the controls in this tab.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Second color<br />
Color picker<br />
If you set the star’s second color, half of the stars will be painted with the main color (the Color setting) and<br />
the other half will be painted with the second color. The colors are randomly distributed amongst the stars.<br />
Not all palms have a Second color control.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. Unlike a shell tip, a star tip doesn’t have a “natural” size that’s based<br />
on the <strong>Fireworks</strong> > Caliber setting. As you select larger or smaller caliber settings, you’ may want to increase<br />
or decrease the value of this attribute.<br />
PAGE 60
Peony<br />
Star transition<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
After a star has exhausted a layer of its pyrotechnic material, it can transition into a second layer of material<br />
that can create an effect that’s different from the first. This second effect displays tips but not tails.<br />
Name<br />
Tip effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tip you want the transition effect to display:<br />
No tip. Turns off the tip.<br />
Constant. All tips appear together, last for the same amount of time, and burn with the same intensity.<br />
Strobe. Some randomness is added to the initial appearances, durations, and intensities of the tips, creating a<br />
strobe effect.<br />
Delay<br />
Slider (Seconds)<br />
Sets the amount of time, in seconds, that the transition effect appears after the original effect has burned<br />
through its pyrotechnic material.<br />
Longevity<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the transition effect’s initial appearance and the time that its pyrotechnic<br />
material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the effect’s natural<br />
duration, which is determined by its caliber, speed, and other factors. This natural duration is represented by<br />
a value of 1.0. If you set the slider to 0.5, for example, the duration will be half as long as the natural<br />
duration. If you want to extend the trajectories, increase the longevity value.<br />
PAGE 61
Peony<br />
Transition tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Transition tip tab sets the color and size of the tips that are displayed by the transition effect.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. The tip doesn’t have a “natural” size that’s based on the <strong>Fireworks</strong> ><br />
Caliber setting. As you select larger or smaller caliber settings, you may want to increase or decrease the<br />
value of this attribute.<br />
PAGE 62
Peony<br />
Pistil<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A pistil is a star that’s notable more for its tail than its tip. When a shell bursts, its pistils are thrown in random<br />
directions away from the shell, creating the “spokes” in a peony effect. The pistil’s other attributes are set in<br />
the various Pistil tabs.<br />
You set the number of pistils in the Shell burst tab.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the pistil’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
pistil’s natural duration, which is determined by the firework’s caliber, speed, and other factors. This natural<br />
duration is represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the<br />
burst and the time that the pistil is exhausted will be half as long as the natural duration. If you want to<br />
extend the pistil’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the pistil’s longevity. With a setting of 0.0, there’s no randomness—<br />
all pistils that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a pistil may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a pistil’s duration so that it lasts longer than the Longevity setting—it<br />
can only decrease it.<br />
PAGE 63
Peony<br />
Pistil body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Pistil body controls let you fine-tune a pistil’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the pistil’ trajectories; they don’t modify the size or appearance<br />
of the stars.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight of a single pistil. A value of 1.0 is the pistil’s “natural” weight. If you increase the value, the<br />
pistil becomes heavier and is pulled back to Earth more quickly (it appears to droop). Smaller values make<br />
the pistil lighter and so the straight-outward portion of its trajectory is less affected by gravity.<br />
The Pistil tail tab also has a Weight attribute. The two Weight controls affect different aspects of the pistil’s<br />
trajectory: This attribute affects the weight of the pistil’s star, bending its trajectory. The Weight controls in<br />
the Pistil tail tab set the weight of the particles along the entire tail. When you increase the weight of this<br />
attribute, you cause the stars to arc and then droop; when you increase the weight of the pistil’s tail, the<br />
effect is that of “pulling down” the entire tail from the pistil’s initial burst point.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a pistil consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the pistil’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the pistil<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the pistil loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the pistil’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the pistil less affected by the wind, causing its trajectory to straighten<br />
and elongate. Increasing the value increases the effect of the wind and air friction on the pistil, shortening<br />
its trajectory and bending it in the direction of the wind.<br />
PAGE 64
Peony<br />
Pistil tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets the attributes of the pistil’s tail. Additional pistil tail attributes are set through the Pistil glitter tab.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the color of the pistil’s tail. (NOTE: The Bright: slider in the Color picker is ignored. The tail’s brightness<br />
is set by the Brightness control.)<br />
Brightness<br />
Slider (Scaler)<br />
Controls the brightness of the tail’s color. Increasing the value of the slider causes the tail to become more<br />
intense.<br />
Weight<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the pistil’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
The Pistil tab also has a Weight attribute. A discussion of the difference between the two weights is provided<br />
in the Weight description in the Pistil tab.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the pistil’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
PAGE 65
Peony<br />
Pistil glitter<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A pistil’s tail can contain glitter. These are particles that have more of a shimmer when compared to the tail’s<br />
normal particles.<br />
Name<br />
Brightness<br />
Attribute<br />
Slider (Scaler)<br />
Controls the brightness of the tail’s glitter particles. Increasing the value of the slider causes the glitter to<br />
become more intense.<br />
Density<br />
Slider (Fraction; 0.0 = no glitter)<br />
Adjusts the proportion of glitter compared to the tail’s normal particles. If you set the value to 0.0, you get<br />
no glitter; if you set it to 1.0, all of the particles will glitter.<br />
PAGE 66
13 Chrysanthemum, Kamuro,<br />
Diadem, Brocade, Willow, and<br />
Dahlia<br />
The fireworks in this chapter are composed much like peonies: They’re shells that burst into stars (which can<br />
transition into a second effect) and pistils.<br />
PAGE 67
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Launch<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch tab defines the attributes of the shell’s launch. .<br />
Name<br />
Cone angle<br />
Attribute<br />
Slider (degrees)<br />
A shell’s cone angle is the angle across which successive launches are randomly distributed. The center of the<br />
angle is straight up. As you increase the cone angle value, the cone widens symmetrically around the center.<br />
N O T E<br />
The adjustments that you make to the cone angle won’t affect on firework that you’re currently<br />
editing. The setting is applied after you’ve saved your firework and added a new instance to the<br />
scene.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
By default, the height (or distance) of a shell’s trajectory is determined by the velocity with which it’s<br />
launched, and velocity is directly related to the mortar’s caliber (and some other physical properties).<br />
The Cone height slider lets you adjust the shell’s velocity (and so its height). If you set the slider to 1.0, you<br />
get the velocity/height that’s determined by the caliber. Values greater than 1.0 produce greater heights, as<br />
much as twice as high as the natural caliber height. Values less than 1.0 reduce the height. If you set the<br />
value to 0.0, the firework won’t lift off at all.<br />
Keep in mind that you’re increasing and decreasing the shell’s velocity. The duration of its trajectory will be<br />
the same regardless of this slider’s value. Thus, you can adjust the cone height without “invalidating” the<br />
shell’s prefire setting.<br />
Randomness<br />
Slider (Fraction; 0.0 = autocompute)<br />
The velocity with which a shell is launched is set naturally by its caliber. The Randomness slider lets you add<br />
some randomness to the velocity. As you increase the slider’s value, the range of velocities widens, but<br />
they’re always less than the natural velocity that’s set by the shell’s caliber. For example, let’s say you’re<br />
creating firework that launches a shell with an initial velocity of 400 ft/sec. If you set the Randomness to<br />
0.01, the shells will always emerge with (nearly) the same initial velocity (400 ft/sec). If you set the value to<br />
0.5, a shell could emerge with an initial velocity that’s somewhere between 200 and 400 ft/sec.<br />
A value of 0.0 tells <strong>FINALE</strong> to select a physically reasonable—but fairly small—range of velocities.<br />
PAGE 68
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Shell tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched and that lasts until it bursts.<br />
You make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the<br />
tail’s color through the other control.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
PAGE 69
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Shell burst<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst controls set some basic attributes of the stars that emerge when the shell bursts (or “breaks”).<br />
Name<br />
No. of Stars<br />
Attribute<br />
Slider (Count)<br />
Sets the number of stars that each shell contains. When the shell bursts, the stars are thrown in random<br />
directions away from the shell, creating a peony effect. If you set No. of stars to 0, the shell won’t throw any<br />
stars. The stars’ attributes (color, weight, sound, and so on) are set through the various Star tabs.<br />
Burst force<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the power with which the stars break from the shell. 1.0 is the shell’s natural burst power, based on the<br />
caliber of the shell and other physical properties. Other values are applied as scalers on this natural power:<br />
0.5 means the stars are thrown half has hard; 2.0 means they’re thrown twice as hard. A setting of 0.0 means<br />
that there’s virtually no power—the stars fall out of the break with very little outward momentum.<br />
Note that the Burst force setting affects the sound volume of the report. If you want to create a weak shell<br />
with a loud report, you have to increase the Report > Loudness setting.<br />
No. of Pistils<br />
Pistil burst force<br />
Slider (Count)<br />
Slider (Scaler; 1.0 = natural size)<br />
These two controls are similar to the first two, but are applied to the shell’s pistils. A pistil creates an effect<br />
that’s similar to a star’s tail; however, pistils are independent of stars. When the shell bursts, the pistils are<br />
thrown in random directions away from the shell, creating the “spokes” in a peony effect. The pistil’s other<br />
attributes are set in the various Pistil tabs.<br />
PAGE 70
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Shell burst sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst sound controls let you select and modify the sound that’s played when the firework’s shell<br />
finishes its trajectory (the sound is played even if the shell doesn’t actually “burst”).<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the shell bursts. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its “natural” amplitude. A volume of 1.0 is unattenuated;<br />
a volume of 0.0 is silent. The amplitude isn’t affected by the firework’s caliber or the Shell burst > Burst force<br />
setting; for example, if you increase a firework’s caliber, the shell’s burst sound doesn’t get louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each shell burst. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific burst will be somewhere between -0.2 (a fifth of an octave below the<br />
natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 71
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Star<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star is created when particles of pyrotechnic composition material are ignited and emitted by a bursting<br />
shell. The Star tab defines the basic attributes of a star. A star’s force—but not its duration—is affected by the<br />
Shell burst > Burst force setting.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the star’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
star’s natural duration, which is determined by its caliber, speed, and other factors. This natural duration is<br />
represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the burst and<br />
the time that the star is exhausted will be half as long as the natural duration. If you want to extend the<br />
stars’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the star’s longevity. With a setting of 0.0, there’s no randomness—<br />
all stars that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a star may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a star’s duration so that it lasts longer than the Longevity setting—it can<br />
only decrease it.<br />
Tip effect<br />
Menu<br />
Lets you choose the type of tip you want the star to display:<br />
No tip. Turns off the tip.<br />
Constant. All star tips appear together, last for the same amount of time, and burn with the same intensity.<br />
Strobe. Some randomness is added to the initial appearances, durations, and intensities of the tips, creating a<br />
strobe effect.<br />
Only some of the diadems have a Tip effect slider. None of the other types in this chapter do.<br />
PAGE 72
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Star body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Star body controls let you fine-tune a star’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the stars’ trajectories; they don’t modify the size or appearance<br />
of the stars.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the star’s weight. A value of 1.0 is the star’s “natural” weight. If you increase the value, the star<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the star lighter and so the<br />
straight-outward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a star consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the star’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the star<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the star loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the star’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the star less affected by the wind, causing its trajectory to straighten and<br />
elongate. Increasing the value increases the effect of the wind and air friction on the star, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 73
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Star tip (some diadems, only)<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a star is its leading edge as it burst from a shell. The tip can begin “glowing” as soon as the star<br />
emerges and can continue through the star’s duration. You make the tip visible by setting the Star > Tip effect<br />
to something other than No tip.<br />
Only some of the diadems have Star tip tabs. None of the other types in this chapter do.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Second color<br />
Color picker<br />
If you set the star’s second color, half of the stars will be painted with the main color (the Color setting) and<br />
the other half will be painted with the second color. The colors are randomly distributed amongst the stars.<br />
Not all palms have a Second color control.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. Unlike a shell tip, a star tip doesn’t have a “natural” size that’s based<br />
on the <strong>Fireworks</strong> > Caliber setting. As you select larger or smaller caliber settings, you’ may want to increase<br />
or decrease the value of this attribute.<br />
PAGE 74
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Star tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star’s tail is the trail of glowing particles that it leaves behind after it’s emerged from its shell, and lasting<br />
until it dies.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tail’s color. (NOTE: The Bright: slider in the Color picker is ignored. The tail’s brightness is set by the<br />
Brightness control.)<br />
Brightness<br />
Slider (Scaler)<br />
Controls the brightness of the tail’s particles. Increasing the value of the slider causes the tail to become<br />
more intense.<br />
Weight<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the star’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the star’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
PAGE 75
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Star glitter<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star’s tail can contain glitter. These are particles that have more of a shimmer when compared to the tail’s<br />
normal particles.<br />
Name<br />
Brightness<br />
Attribute<br />
Slider (Scaler)<br />
Controls the brightness of the tail’s glitter particles. Increasing the value of the slider causes the glitter to<br />
become more intense.<br />
Density<br />
Slider (Fraction; 0.0 = no glitter)<br />
Adjusts the proportion of glitter compared to the tail’s normal particles. If you set the value to 0.0, you get<br />
no glitter; if you set it to 1.0, all of the particles will glitter.<br />
PAGE 76
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Star transition<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
After a star has exhausted a layer of its pyrotechnic material, it can transition into a second layer of material<br />
that can create an effect that’s different from the first. This second effect displays tips but not tails.<br />
Name<br />
Tip effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tip you want the transition effect to display:<br />
No tip. Turns off the tip.<br />
Constant. All tips appear together, last for the same amount of time, and burn with the same intensity.<br />
Strobe. Some randomness is added to the initial appearances, durations, and intensities of the tips, creating a<br />
strobe effect.<br />
Delay<br />
Slider (Seconds)<br />
Sets the amount of time, in seconds, that the transition effect appears after the original effect has burned<br />
through its pyrotechnic material.<br />
Longevity<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the transition effect’s initial appearance and the time that its pyrotechnic<br />
material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the effect’s natural<br />
duration, which is determined by its caliber, speed, and other factors. This natural duration is represented by<br />
a value of 1.0. If you set the slider to 0.5, for example, the duration will be half as long as the natural<br />
duration. If you want to extend the trajectories, increase the longevity value.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. The tip doesn’t have a “natural” size that’s based on the <strong>Fireworks</strong> ><br />
Caliber setting. As you select larger or smaller caliber settings, you may want to increase or decrease the<br />
value of this attribute.<br />
PAGE 77
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Transition tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Transition tip tab sets the color and size of the tips that are displayed by the transition effect.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. The tip doesn’t have a “natural” size that’s based on the <strong>Fireworks</strong> ><br />
Caliber setting. As you select larger or smaller caliber settings, you may want to increase or decrease the<br />
value of this attribute.<br />
PAGE 78
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Pistil<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A pistil is one of a second set of stars. For the fireworks in this chapter, the pistils don’t have tails; instead,<br />
they have tips.<br />
You set the number of pistils in the Shell burst tab.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the pistil’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
pistil’s natural duration, which is determined by the firework’s caliber, speed, and other factors. This natural<br />
duration is represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the<br />
burst and the time that the pistil is exhausted will be half as long as the natural duration. If you want to<br />
extend the pistil’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the pistil’s longevity. With a setting of 0.0, there’s no randomness—<br />
all pistils that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a pistil may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a pistil’s duration so that it lasts longer than the Longevity setting—it<br />
can only decrease it.<br />
Tip effect<br />
Menu<br />
Lets you choose the type of tip you want the pistil to display:<br />
Constant. All tips appear together, last for the same amount of time, and burn with the same intensity.<br />
Strobe. Some randomness is added to the initial appearances, durations, and intensities of the tips, creating a<br />
strobe effect.<br />
PAGE 79
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Pistil body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Pistil body controls let you fine-tune the mass of the pistils, such that they’re more or less susceptible to<br />
air friction, gravity, and wind. These attributes only affect the pistils’ trajectories; they don’t modify the size or<br />
appearance of the stars.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight of a single pistil. A value of 1.0 is the pistil’s “natural” weight. If you increase the value, the<br />
pistil becomes heavier and is pulled back to Earth more quickly (it appears to droop). Smaller values make<br />
the pistil lighter and so the straight-outward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a pistil consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the pistil’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the pistil<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the pistil loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the pistil’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the pistil less affected by the wind, causing its trajectory to straighten<br />
and elongate. Increasing the value increases the effect of the wind and air friction on the pistil, shortening<br />
its trajectory and bending it in the direction of the wind.<br />
PAGE 80
Chrysanthemum, Kamuro, Diadem, Brocade, Willow, and Dahlia<br />
Pistil tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Second color<br />
Color picker<br />
If you set the pistil tip’s second color, half of the tips will be painted with the main color (the Color setting)<br />
and the other half will be painted with the second color. The colors are randomly distributed amongst the<br />
pistils.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. Unlike a shell tip, a pistil’s tip doesn’t have a “natural” size that’s based<br />
on the <strong>Fireworks</strong> > Caliber setting. As you select larger or smaller caliber settings, you’ may want to increase<br />
or decrease the value of this attribute.<br />
Begin<br />
Slider (Fraction)<br />
Determines the point, along the pistil’s trajectory, at which the tip starts glowing. If you set this slider to 0.0,<br />
the tips will appear immediately after the shell bursts. If you set it to 0.5, they’ll appear halfway through the<br />
pistil’s duration (as set by the Pistil > Longevity slider). If you set it to 1.0, they won’t appear at all.<br />
PAGE 81
14 Palm<br />
A palm is a shell with stars and pistils that typically have a pronounced droop.<br />
PAGE 82
Palm<br />
Launch<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch tab defines the attributes of the shell’s launch.<br />
Name<br />
Cone angle<br />
Attribute<br />
Slider (degrees)<br />
A shell’s cone angle is the angle across which successive launches are randomly distributed. The center of the<br />
angle is straight up. As you increase the cone angle value, the cone widens symmetrically around the center.<br />
N O T E<br />
The adjustments that you make to the cone angle won’t affect the firework that you’re currently<br />
editing. The setting is applied after you’ve saved your firework and added a new instance to the<br />
scene.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
By default, the height (or distance) of a shell’s trajectory is determined by the velocity with which it’s<br />
launched, and velocity is directly related to the mortar’s caliber (and some other physical properties).<br />
The Cone height slider lets you adjust the shell’s velocity (and so its height). If you set the slider to 1.0, you<br />
get the velocity/height that’s determined by the caliber. Values greater than 1.0 produce greater heights, as<br />
much as twice as high as the natural caliber height. Values less than 1.0 reduce the height. If you set the<br />
value to 0.0, the firework won’t lift off at all.<br />
Keep in mind that you’re increasing and decreasing the shell’s velocity. The duration of its trajectory will be<br />
the same regardless of this slider’s value. Thus, you can adjust the cone height without “invalidating” the<br />
shell’s prefire setting.<br />
Randomness<br />
Slider (Fraction; 0.0 = autocompute)<br />
The velocity with which a shell is launched is set naturally by its caliber. The Randomness slider lets you add<br />
some randomness to the velocity. As you increase the slider’s value, the range of velocities widens, but<br />
they’re always less than the natural velocity that’s set by the shell’s caliber. For example, let’s say you’re<br />
creating firework that launches a shell with an initial velocity of 400 ft/sec. If you set the Randomness to<br />
0.01, the shells will always emerge with (nearly) the same initial velocity (400 ft/sec). If you set the value to<br />
0.5, a shell could emerge with an initial velocity that’s somewhere between 200 and 400 ft/sec.<br />
A value of 0.0 tells <strong>FINALE</strong> to select a physically reasonable—but fairly small—range of velocities.<br />
PAGE 83
Palm<br />
Shell tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched and that lasts until it bursts.<br />
You make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the<br />
tail’s color through the other control.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
PAGE 84
Palm<br />
Shell burst<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst controls set some basic attributes of the stars that emerge when the shell bursts (or “breaks”).<br />
Name<br />
No. of Stars<br />
Attribute<br />
Slider (Count)<br />
Sets the number of stars that each shell contains. When the shell bursts, the stars are thrown in random<br />
directions away from the shell, creating a peony effect. If you set No. of stars to 0, the shell won’t throw any<br />
stars. The stars’ attributes (color, weight, sound, and so on) are set through the various Star tabs.<br />
Burst force<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the power with which the stars break from the shell. 1.0 is the shell’s natural burst power, based on the<br />
caliber of the shell and other physical properties. Other values are applied as scalers on the natural power:<br />
0.5 means the stars are thrown half has hard; 2.0 means they’re thrown twice as hard. A setting of 0.0 means<br />
that there’s virtually no power—the stars fall out of the break with very little outward momentum.<br />
Note that the Burst force setting affects the sound volume of the report. If you want to create a weak shell<br />
with a loud report, you have to increase the Report > Loudness setting.<br />
No. of Pistils<br />
Pistil burst force<br />
Slider (Count)<br />
Slider (Scaler; 1.0 = natural size)<br />
These two controls are similar to the first two, but are applied to the shell’s pistils. A pistil creates a trail<br />
effect that’s similar to a star’s tail; however, pistils are independent of stars. When the shell bursts, the pistils<br />
are thrown in random directions away from the shell, creating the “spokes” in a peony effect. The pistil’s<br />
other attributes are set in the various Pistil tabs.<br />
PAGE 85
Palm<br />
Shell burst sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst sound controls let you select and modify the sound that’s played when the firework’s shell<br />
finishes its trajectory (the sound is played even if the shell doesn’t actually “burst”).<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the shell bursts. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its “natural” amplitude. A volume of 1.0 is completely<br />
unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by the firework’s caliber or the Shell<br />
burst > Burst force setting; for example, if you increase a firework’s caliber, the shell’s burst sound doesn’t get<br />
louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each shell burst. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific burst will be somewhere between -0.2 (a fifth of an octave below the<br />
natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 86
Palm<br />
Star<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star is created when particles of pyrotechnic composition material are ignited and emitted by a bursting<br />
shell. The Star tab defines the basic attributes of a star, such as its duration and whether it’s accompanied by a<br />
tip. A star’s force—but not its duration—is affected by the Shell burst > Burst force setting.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the star’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
star’s natural duration, which is determined by its caliber, speed, and other factors. This natural duration is<br />
represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the burst and<br />
the time that the star is exhausted will be half as long as the natural duration. If you want to extend the<br />
stars’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the star’s longevity. With a setting of 0.0, there’s no randomness—<br />
all stars that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a star may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a star’s duration so that it lasts longer than the Longevity setting—it can<br />
only decrease it.<br />
Tip effect<br />
Menu<br />
Lets you choose the type of tip you want the star to display:<br />
No tip. Turns off the tip.<br />
Constant. All star tips appear together, last for the same amount of time, and burn with the same intensity.<br />
Strobe. Some randomness is added to the initial appearances, durations, and intensities of the tips, creating a<br />
strobe effect.<br />
PAGE 87
Palm<br />
Star body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Star body controls let you fine-tune a star’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the stars’ trajectories; they don’t modify the size or appearance<br />
of the stars.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the star’s weight. A value of 1.0 is the star’s “natural” weight. If you increase the value, the star<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the star lighter and so the<br />
straight-outward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a star consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the star’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the star<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the star loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the star’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the star less affected by the wind, causing its trajectory to straighten and<br />
elongate. Increasing the value increases the effect of the wind and air friction on the star, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 88
Palm<br />
Star tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a star is its leading edge as it burst from a shell. The tip can begin “glowing” as soon as the star<br />
emerges and can continue through the star’s duration. You make the tip visible by setting the Star > Tip effect<br />
to something other than No tip.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Second color<br />
Color picker<br />
If you set the star’s second color, half of the stars will be painted with the main color (the Color setting) and<br />
the other half will be painted with the second color. The colors are randomly distributed amongst the stars.<br />
Not all palms have a Second color control.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. Unlike a shell tip, a star tip doesn’t have a “natural” size that’s based<br />
on the <strong>Fireworks</strong> > Caliber setting. As you select larger or smaller caliber settings, you’ may want to increase<br />
or decrease the value of this attribute.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the star’s trajectory, at which the tip starts and stops glowing.<br />
The default settings mean that the tip starts glowing as soon as the star emerges from the shell, and it<br />
disappears when the star dies. Settings of 0.25 and 0.75 (for example) would start the glow a quarter of the<br />
way along the trajectory and extinguish it a quarter of the way from the burst.<br />
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.<br />
Not all palms have Begin and End controls.<br />
PAGE 89
Palm<br />
Star tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star’s tail is the trail of glowing particles that it leaves behind after it’s emerged from its shell, and lasting<br />
until it dies. You make the tail visible by setting the Tail effect, below, to something other than No tail. You can<br />
then set the tail’s other attributes through the rest of the controls.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation in<br />
particle and brightness gives the tail a glittery or twinkling effect.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the length of the star’s tail measured along the star’s trajectory. Settings of 0.0<br />
and 1.0, respectively, mean that the tail begins as soon as the star emerges from the shell, and it disappears<br />
when the star dies. Settings of 0.25 and 0.75 (for example) would cause the tail to appear a quarter of the way<br />
along the trajectory and die out a quarter of the way from the end of the trajectory.<br />
The End value must be greater than the Begin value; if it isn’t, the tail won’t appear.<br />
PAGE 90
Palm<br />
Star tail, cont.<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets additional attributes of the star’s tail.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the star’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the star’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
PAGE 91
Palm<br />
Star sparkle<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A sparkle is a small series of sparks that are left behind along the star’s trajectory. It’s similar to the star’s tail,<br />
but is much shorter-lived and more intense.<br />
Name<br />
Has sparkle<br />
Attribute<br />
Checkbox<br />
If checked, the star has a sparkle; if not, it doesn’t.<br />
Color<br />
Color picker<br />
Sets the color of a star’s sparkle.<br />
PAGE 92
Palm<br />
Star transition<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
After a star has exhausted a layer of its pyrotechnic material, it can transition into a second layer of material<br />
that can create an effect that’s different from the first. This second effect displays tips but not tails.<br />
Name<br />
Tip effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tip you want the transition effect to display:<br />
No tip. Turns off the tip.<br />
Constant. All tips appear together, last for the same amount of time, and burn with the same intensity.<br />
Strobe. Some randomness is added to the initial appearances, durations, and intensities of the tips, creating a<br />
strobe effect.<br />
Delay<br />
Slider (Seconds)<br />
Sets the amount of time, in seconds, that the transition effect appears after the original effect has burned<br />
through its pyrotechnic material.<br />
Longevity<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the transition effect’s initial appearance and the time that its pyrotechnic<br />
material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the effect’s natural<br />
duration, which is determined by its caliber, speed, and other factors. This natural duration is represented by<br />
a value of 1.0. If you set the slider to 0.5, for example, the duration will be half as long as the natural<br />
duration. If you want to extend the trajectories, increase the longevity value.<br />
PAGE 93
Palm<br />
Transition tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Transition tip tab sets the color and size of the tips that are displayed by the transition effect.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. The tip doesn’t have a “natural” size that’s based on the <strong>Fireworks</strong> ><br />
Caliber setting. As you select larger or smaller caliber settings, you may want to increase or decrease the<br />
value of this attribute.<br />
PAGE 94
Palm<br />
Pistil<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A pistil is a star that’s notable more for its tail than its tip. When a shell bursts, its pistils are thrown in random<br />
directions away from the shell, creating the “spokes” in a peony effect. The pistil’s other attributes are set in<br />
the various Pistil tabs.<br />
You set the number of pistils in the Shell burst tab.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the pistil’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
pistil’s natural duration, which is determined by the firework’s caliber, speed, and other factors. This natural<br />
duration is represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the<br />
burst and the time that the pistil is exhausted will be half as long as the natural duration. If you want to<br />
extend the pistil’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the pistil’s longevity. With a setting of 0.0, there’s no randomness—<br />
all pistils that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a pistil may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a pistil’s duration so that it lasts longer than the Longevity setting—it<br />
can only decrease it.<br />
PAGE 95
Palm<br />
Pistil body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Pistil body controls let you fine-tune the mass of the pistil’s stars, such that they’re more or less<br />
susceptible to air friction, gravity, and wind. These attributes only affect the pistils’ trajectories; they don’t<br />
modify the size or appearance of the stars.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight of a single pistil. A value of 1.0 is the pistil’s “natural” weight. If you increase the value, the<br />
pistil becomes heavier and is pulled back to Earth more quickly (it appears to droop). Smaller values make<br />
the pistil lighter and so the straight-outward portion of its trajectory is less affected by gravity.<br />
The Pistil tail tab also has a Weight attribute. The two Weight controls affect different aspects of the pistil’s<br />
trajectory: This attribute affects the weight of the pistil’s star, bending its trajectory. The Weight controls in<br />
the Pistil tail tab set the weight of the particles along the entire tail. When you increase the weight of this<br />
attribute, you cause the stars to arc and then droop; when you increase the weight of the pistil’s tail, the<br />
effect is that of “pulling down” the entire tail from the pistil’s initial burst point.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a pistil consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the pistil’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the pistil<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the pistil loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the pistil’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the pistil less affected by the wind, causing its trajectory to straighten<br />
and elongate. Increasing the value increases the effect of the wind and air friction on the pistil, shortening<br />
its trajectory and bending it in the direction of the wind.<br />
PAGE 96
Palm<br />
Pistil tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets the attributes of the pistil’s tail. Additional pistil tail attributes are set through the Pistil glitter tab.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the color of the pistil’s tail. (NOTE: The Bright: slider in the Color picker is ignored. The tail’s brightness<br />
is set by the Brightness control.)<br />
Brightness<br />
Slider (Scaler)<br />
Controls the brightness of the tail’s color. Increasing the value of the slider causes the tail to become more<br />
intense.<br />
Weight<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the pistil’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
The Pistil tab also has a Weight attribute. A discussion of the difference between the two weights is provided<br />
in the Weight description in the Pistil tab.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the pistil’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
PAGE 97
Palm<br />
Pistil glitter<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A pistil’s tail can contain glitter. These are particles that have more of a shimmer when compared to the tail’s<br />
normal particles.<br />
Name<br />
Brightness<br />
Attribute<br />
Slider (Scaler)<br />
Controls the brightness of the tail’s glitter particles. Increasing the value of the slider causes the glitter to<br />
become more intense.<br />
Density<br />
Slider (Fraction; 0.0 = no glitter)<br />
Adjusts the proportion of glitter compared to the tail’s normal particles. If you set the value to 0.0, you get<br />
no glitter; if you set it to 1.0, all of the particles will glitter.<br />
PAGE 98
15 Salute<br />
A salute is a shell that produces a report (a bright flash and a loud bang).<br />
PAGE 99
Salute<br />
Launch<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch tab defines the attributes of the shell’s launch.<br />
Name<br />
Cone angle<br />
Attribute<br />
Slider (degrees)<br />
A shell’s cone angle is the angle across which successive launches are randomly distributed. The center of the<br />
angle is straight up. As you increase the cone angle value, the cone widens symmetrically around the center.<br />
N O T E<br />
The adjustments that you make to the cone angle won’t affect the firework that you’re currently<br />
editing. The setting is applied after you’ve saved your firework and added a new instance to the<br />
scene.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
By default, the height (or distance) of a shell’s trajectory is determined by the velocity with which it’s<br />
launched, and velocity is directly related to the mortar’s caliber (and some other physical properties).<br />
The Cone height slider lets you adjust the shell’s velocity (and so its height). If you set the slider to 1.0, you<br />
get the velocity/height that’s determined by the caliber. Values greater than 1.0 produce greater heights, as<br />
much as twice as high as the natural caliber height. Values less than 1.0 reduce the height. If you set the<br />
value to 0.0, the firework won’t lift off at all.<br />
Keep in mind that you’re increasing and decreasing the shell’s velocity. The duration of its trajectory will be<br />
the same regardless of this slider’s value. Thus, you can adjust the cone height without “invalidating” the<br />
shell’s prefire setting.<br />
Randomness<br />
Slider (Fraction; 0.0 = autocompute)<br />
The velocity with which a shell is launched is set naturally by its caliber. The Randomness slider lets you add<br />
some randomness to the velocity. As you increase the slider’s value, the range of velocities widens, but<br />
they’re always less than the natural velocity that’s set by the shell’s caliber. For example, let’s say you’re<br />
creating firework that launches a shell with an initial velocity of 400 ft/sec. If you set the Randomness to<br />
0.01, the shells will always emerge with (nearly) the same initial velocity (400 ft/sec). If you set the value to<br />
0.5, a shell could emerge with an initial velocity that’s somewhere between 200 and 400 ft/sec.<br />
A value of 0.0 tells <strong>FINALE</strong> to select a physically reasonable—but fairly small—range of velocities.<br />
PAGE 100
Salute<br />
Shell tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched and that lasts until it bursts.<br />
You make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the<br />
tail’s color through the other control.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
PAGE 101
Salute<br />
Flash<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Flash tab sets the graphical attributes of the salute (aside from color).<br />
Name<br />
Shape<br />
Attribute<br />
Menu<br />
Sets the figuration of the salute. There are three shapes: Spoke, Ring, and Star, as shown below. More<br />
examples are given in the Flash color tab description.<br />
Spoke Ring Star<br />
Size<br />
Slider (Meters)<br />
The size of the “sweet spot” of the salute, in meters. The size setting isn’t affected by the caliber of the<br />
firework.<br />
Sky brightening<br />
Slider (Scaler)<br />
Part of the spectacle of a salute is that it can light up the night sky. The Sky brightening attribute adds an<br />
extremely brief, non-linear lightening mask on the show’s background image as the salute explodes. Dark<br />
parts of the image remain dark while the brightness of lighter pixels is increased, creating an effect that<br />
seems to cast shadows. Sky brightening isn’t affected by the salute’s size or color.<br />
PAGE 102
Salute<br />
Flash colors<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Flash colors tab sets the colors that are used in the salute. All four sliders are color pickers that attribute a<br />
certain aspect of the graphic. Rather than describe them in a table, we’ll explain them with some examples.<br />
A salute consists of three discrete parts and a “blur”.<br />
The discrete parts are the “big spikes”, the “small<br />
spikes”, and the “ring”. As you can see from the<br />
example, the color of the big spikes is set through Color<br />
A. That of the small spikes is Color C, and the ring is<br />
Color B. The Gradient color is the blur that’s placed on<br />
top of the entire effect, and that fades out spherically<br />
from the center.<br />
Here’s the same effect, but now we’ve desaturated the<br />
blur (the Gradient color), in order to make the “blur”<br />
more pronounced.<br />
Notice that we’re using the Ring shape. The ring is the<br />
only shape that uses all four colors. So what if we<br />
choose another shape?...<br />
PAGE 103
Salute<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Here, we’ve changed to the Star shape without changing<br />
the color settings. Notice that the ring disappears—the<br />
star doesn’t use Color B—but we can still see the effects<br />
of the spike colors and the blur.<br />
Finally, we shift to Spoke and dim the Gradient color.<br />
The ring comes back, but the spokes are painted with<br />
the “small spike” color (Color C) only. The spoke shape<br />
doesn’t use Color A.<br />
PAGE 104
Salute<br />
Salute sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Salute sound controls let you select and modify the sound that’s played when the salute explodes.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the salute explodes. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />
completely unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by the salute’s caliber or the<br />
Flash > size setting.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound. You can declare a random pitch shift from an octave<br />
lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if you set Pitch<br />
shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch shift to 0.3, the<br />
pitch shift for a specific salute will be somewhere between -0.2 (a fifth of an octave below the natural pitch)<br />
and -0.5 (a half an octave lower than natural).<br />
PAGE 105
16 Comet<br />
A comet is an effect that launches a single, vivid shell that doesn’t burst.<br />
PAGE 106
Comet<br />
Launch<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch tab defines the attributes of the comet’s launch.<br />
Name<br />
Cone angle<br />
Attribute<br />
Slider (degrees)<br />
A comet’s cone angle is the angle across which successive launches are randomly distributed. The center of<br />
the angle is straight up. As you increase the cone angle value, the cone widens symmetrically around the<br />
center.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
By default, the height (or distance) of a comet’s trajectory is determined by the velocity with which it’s<br />
launched, and velocity is directly related to the mortar’s caliber (and some other physical properties).<br />
The Cone height slider lets you adjust the comet’s velocity (and so its height). If you set the slider to 1.0, you<br />
get the velocity/height that’s determined by the caliber. Values greater than 1.0 produce greater heights, as<br />
much as twice as high as the natural caliber height. Values less than 1.0 reduce the height. If you set the<br />
value to 0.0, the firework won’t lift off at all.<br />
Keep in mind that you’re increasing and decreasing the comet’s velocity. The duration of its trajectory will be<br />
the same regardless of this slider’s value. Thus, you can adjust the cone height without “invalidating” the<br />
comet’s prefire setting.<br />
Randomness<br />
Slider (Fraction; 0.0 = autocompute)<br />
The velocity with which a comet shoots its shell is set naturally by the comet’s caliber. The Randomness<br />
slider lets you add some randomness to the velocity. As you increase the slider’s value, the range of<br />
velocities widens, but they’re always less than the natural velocity that’s set by the comet’s caliber. For<br />
example, let’s say you’re creating a comet that shoots its shell with an initial velocity of 400 ft/sec. If you set<br />
the Randomness to 0.0, the comet’s shell will always emerge with the same initial velocity (400 ft/sec). If you<br />
set the value to 0.5, the shell could emerge with an initial velocity that’s somewhere between 200 and 400<br />
ft/sec. A value of 1.0 means that the shell could emerge at anywhere from 0 to 400 ft/sec.<br />
N O T E<br />
Unlike for other firework types, a value of 0.0 for a comet is interpreted literally—it means that<br />
no randomness is applied to the velocity.<br />
PAGE 107
Comet<br />
Launch sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch sound tab lets you select and modify the sound that’s played when the comet is launched.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the comet is launched. The names of<br />
the sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its “natural” amplitude. A volume of 1.0 is completely<br />
unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by caliber; for example, if you increase a<br />
firework’s caliber, the launch sound doesn’t get louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each launch. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to 0.5 (half an octave higher than the “natural” pitch of the sound) and set Random pitch<br />
shift to -0.3, the pitch shift for a specific launch will be somewhere between 0.2 (a fifth of an octave above<br />
the natural pitch) and 0.5 (a half an octave higher than natural).<br />
PAGE 108
Comet<br />
Shell<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell tab defines the basic attributes of the comet’s shell. Other shell attributes are provided through Shell<br />
body, Shell tip, and so on.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the shell’s emergence and the time that its pyrotechnic material is<br />
exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the shell’s natural duration,<br />
which is determined by its caliber, speed, and other factors. This natural duration is represented by a value<br />
of 1.0. If you set the slider to 0.5, for example, the duration between the launch and the time that the shell is<br />
exhausted will be half as long as the natural duration. If you want to extend the shells’ trajectories, increase<br />
the longevity value.<br />
Has tip<br />
Checkbox<br />
These two checkboxes determine whether or not the comet has a tip. The tip and report attributes are set in<br />
the Shell tip tab.<br />
PAGE 109
Comet<br />
Shell body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell body controls let you fine-tune a shell’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the shell’s trajectory; they don’t modify the size or appearance<br />
of the shell.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight of the comet’s shell. A value of 1.0 is the shell’s “natural” weight. If you increase the value,<br />
the shell becomes heavier and is pulled back to Earth more quickly. Smaller values make the shell lighter<br />
and so the straight-outward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a shell consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the shell’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
launch momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the shell<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the shell loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the shell’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the shell less affected by the wind, causing its trajectory to straighten<br />
and elongate. Increasing the value increases the effect of the wind and air friction on the shell, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 110
Comet<br />
Shell tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a comet’s shell is its leading edge. You make the tip visible by checking the Shell > Has tip checkbox.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the magnitude of the tip’s glow. A value of 1.0 is the natural size, based on the Firework > Caliber setting.<br />
Other values act as scalers on the natural size: 0.5 makes the tip half as large; 2.0 makes it twice as large.<br />
PAGE 111
Comet<br />
Shell tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched, and lasting until it dies.<br />
You make the tail visible by setting the Tail effect, below, to something other than No tail.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation in<br />
particle and brightness gives the tail a glittery or twinkling effect.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
PAGE 112
Comet<br />
Shell sparkle<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A sparkle is a small series of sparks that are left behind along the shell’s trajectory. It’s similar to the shell’s tail,<br />
but is much shorter-lived and more intense.<br />
Name<br />
Has sparkle<br />
Attribute<br />
Checkbox<br />
If checked, the shell has a sparkle; if not, it doesn’t.<br />
Color<br />
Color picker<br />
Sets the color of a shell’s sparkle.<br />
PAGE 113
17 Mine<br />
A mine is a dense, overpowering effect that sprays a number of shells (or projectiles) that can burst into stars<br />
that finish with a report.<br />
PAGE 114
Mine<br />
Mine Launch<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Mine launch tab defines the number and distribution of projectiles that are launched at a time.<br />
Name<br />
Thickness<br />
Attribute<br />
Slider (Scaler; 0.0 = one projectile)<br />
This slider controls the number of projectiles that are launched during a single launch. If you want a single<br />
projectile, set the slider to 0.0. Greater values increase the count. The maximum value produces about 200<br />
projectiles.<br />
Cone angle<br />
Slider (degrees)<br />
A mine’s cone angle is the angle across which the projectiles in a single launch are randomly distributed. The<br />
center of the angle is straight up. As you increase the cone angle value, the cone widens symmetrically<br />
around the center.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
By default, the height (or distance) of a projectile’s trajectory is determined by the velocity with which it’s<br />
launched, and velocity is directly related to the mine’s caliber (and some other physical properties).<br />
The Cone height slider lets you adjust the projectiles’ velocities (and so they’re heights). If you set the slider<br />
to 1.0, you get the velocity/height that’s determined by the caliber. Values greater than 1.0 produce greater<br />
heights, as much as twice as high as the natural caliber height. Values less than 1.0 reduce the height. If you<br />
set the value to 0.0, the projectiles won’t lift off at all.<br />
Keep in mind that you’re increasing and decreasing the velocity of the projectiles. Their durations will be the<br />
same regardless of this slider’s value.<br />
N O T E<br />
If you’ve modified the mine’s height by dragging the target in the Sky Field, this control will<br />
have no effect.<br />
PAGE 115
Mine<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Name<br />
Attribute<br />
Randomness<br />
Slider (Fraction; 0.0 = autocompute)<br />
The velocities of a mine’s projectiles are set naturally by the mine’s caliber. The Randomness slider lets you<br />
add some randomness to the distribution of velocities. As you increase the slider’s value the range of<br />
velocities widens, but they’re always less than the natural velocity that’s set by the caliber. For example, let’s<br />
say you’re creating a 6” mine that produces a stream of projectiles that are shot at an initial default velocity<br />
of 400 ft/sec. If you set the Randomness to 0.01, all projectiles will emerge with (very nearly) the same initial<br />
velocity (400 ft/sec). If you set the value to 0.5, each projectile will emerge with an initial velocity that’s<br />
somewhere between 200 and 400 ft/sec. A value of 1.0 means that a projectile could emerge at anywhere<br />
from 0 to 400 ft/sec.<br />
A value of 0.0 tells <strong>FINALE</strong> to select a physically reasonable—but fairly small—range of velocities.<br />
PAGE 116
Mine<br />
Launch sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch sound tab lets you select and modify the sound that’s played when the mine is launched.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the mine is launched. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />
completely unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by caliber; for example, if<br />
you increase a mine’s caliber, the launch sound doesn’t get louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each launch. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to 0.5 (half an octave higher than the “natural” pitch of the sound) and set Random pitch<br />
shift to -0.3, the pitch shift for a specific launch will be somewhere between 0.2 (a fifth of an octave above<br />
the natural pitch) and 0.5 (a half an octave higher than natural).<br />
PAGE 117
Mine<br />
Shell<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell tab defines the basic attributes of a mine’s projectiles. More detailed attributes are provided through<br />
the Shell body, Shell burst, Shell tip, and so on.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the shell’s launch and its burst. The slider value isn’t an amount of time in<br />
seconds: It’s a scaler on the shell’s natural duration, which is determined by its caliber, speed, and other<br />
factors. The natural duration causes the shell to burst right about the time it has reached its apex. This<br />
natural duration is represented by a value of 1.0. If you set the slider to 0.5, for example, the duration<br />
between launch and burst will be half as long as the natural duration. If you want the shell to start to fall<br />
back to earth before it bursts, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the shell’s longevity. With a setting of 0.0, there’s no randomness—<br />
all shells that are fired in a single launch will burst at (approximately) the same time (as set through the<br />
Longevity slider). As you increase the Abridgment value, you reduce the duration range. For example, a<br />
setting of 0.1 means that a shell may burst at any time after 9/10ths of the shell’s longevity has expired.<br />
The Abrigment setting never increases a shell’s duration so that it lasts longer than the Longevity setting—it<br />
can only decrease it.<br />
Has tip<br />
Has report<br />
Checkbox<br />
Checkbox<br />
These two checkboxes determine whether or not the firework has a tip and a report, respectively. The tip and<br />
report attributes are set in the Shell tip, Report, and Report sound tabs. Note that shells and stars use the same<br />
Report and Report sound settings.<br />
PAGE 118
Mine<br />
Shell body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell body controls let you fine-tune the shell’s mass, such that the shell is more or less susceptible to air<br />
friction, gravity, and wind. These attributes only affect the shell’s trajectory; they don’t modify the size or<br />
appearance of the shell. Also, the Shell body values that you set here don’t affect the similar values in the Star<br />
body tab. If you want to make similar changes to both the shell and its stars, you have to visit both tabs.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the shell’s weight. A value of 1.0 is the shell’s “natural” weight. If you increase the value, the shell<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the shell lighter and so the<br />
upward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a shell consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the shell’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
launch momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the shell<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the shell loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the shell’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the shell less affected by the wind, causing its trajectory to straighten<br />
and elongate. Increasing the value increases the effect of the wind and air friction on the shell, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 119
Mine<br />
Shell tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a shell is its leading edge. Depending on the values you set in this tab, the tip can begin “glowing”<br />
as soon as the shell is launched and can continue through the shell’s duration, ending at the burst point. You<br />
make the tip visible by checking the Shell > Has tip checkbox. You then set the tip’s attributes through the<br />
controls in this tab.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the size of the tip’s glow. A value of 1.0 is the natural size, based on the Firework > Caliber setting. Other<br />
values act as scalers on the natural size: 0.5 makes the tip half as large; 2.0 makes it twice as large.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the shell’s trajectory, at which the tip starts and stops glowing.<br />
If you set the sliders to 0.0 and 1.0, respectively, the tip will start glowing as soon as the shell is launched,<br />
and disappears when the shell bursts. Settings of 0.25 and 0.75 would start the glow a quarter of the way<br />
from the launch and extinguish it a quarter of the way from the burst.<br />
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.<br />
PAGE 120
Mine<br />
Shell tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched and that lasts until it bursts.<br />
You make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the<br />
tail’s color and duration through the other controls. Additional attributes are set through the Shell tail, cont.<br />
tab.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation gives<br />
the tail a glittery or twinkling effect.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the shell’s entire trajectory, at which the tail starts and stops.<br />
If you set the sliders to 0.0 and 1.0, respectively, the tail will be visible from the moment the shell is<br />
launched until the shell bursts. Settings of 0.25 and 0.75 would draw a tail that lasts from a quarter of the<br />
way from the launch to a quarter of the way from the burst.<br />
The End value must be greater than the Begin value; if it isn’t, the tail won’t appear.<br />
PAGE 121
Mine<br />
Shell tail, cont.<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets additional attributes of the shell’s tail.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the shell’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the shell’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
Ramp up<br />
Slider (Fraction)<br />
It takes some amount of time after the launch of a shell for the particles in the shell’s tail to reach their<br />
maximum density. This slider lets you control this “ramp up” time as a fraction of the shell’s duration. If<br />
you set the slider to 1.0, the tail continues to thicken across its entire duration, reaching its maximum density<br />
near the end of its trajectory. If you set the slider to 0.0, the tail becomes maximally dense almost<br />
immediately upon launch.<br />
PAGE 122
Mine<br />
Shell burst<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst controls set some basic attributes of the stars that emerge when the shell bursts (or “breaks”).<br />
Name<br />
No. of Stars<br />
Attribute<br />
Slider (Count)<br />
Sets the number of stars that each shell contains. When the shell bursts, the stars are thrown in random<br />
directions away from the shell, creating a peony effect. If you set No. of stars to 0, the shell won’t throw any<br />
stars. The stars’ attributes (color, weight, sound, and so on) are set through the various Star tabs.<br />
Burst force<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the power with which the stars break from the shell. 1.0 is the shell’s natural burst power, based on the<br />
caliber of the shell and other physical properties. Other values are applied as scalers on the natural power:<br />
0.5 means the stars are thrown half has hard; 2.0 means they’re thrown twice as hard. A setting of 0.0 means<br />
that there’s virtually no power—the stars fall out of the break with very little outward momentum.<br />
Note that the Burst force setting affects the sound volume of the report. If you want to create a weak shell<br />
with a loud report, you have to increase the Report > Loudness setting.<br />
PAGE 123
Mine<br />
Shell burst sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst sound controls let you select and modify the sound that’s played when the mine’s shell finishes<br />
its trajectory (the sound is played even if the shell doesn’t actually “burst”).<br />
Be aware that if the mine has a report sound, the shell burst sound will not be played.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the shell bursts. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />
completely unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by the firework’s caliber or<br />
the Shell burst > Burst force setting; for example, if you increase a firework’s caliber, the shell’s burst sound<br />
doesn’t get louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each shell burst. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific burst will be somewhere between -0.2 (a fifth of an octave below the<br />
natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 124
Mine<br />
Star<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star is created when particles of pyrotechnic material are ignited and emitted by a bursting shell. The Star<br />
tab defines the basic attributes of a star, such as its duration and whether it’s accompanied by a report. Other<br />
star attributes are provided through Star body, Star tip, Star tail, and so on. A star’s force—but not its<br />
duration—is affected by the Shell burst > Burst force setting.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the star’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
star’s natural duration, which is determined by its caliber, speed, and other factors. This natural duration is<br />
represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the burst and<br />
the time that the star is exhausted will be half as long as the natural duration. If you want to extend the<br />
stars’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the star’s longevity. With a setting of 0.0, there’s no randomness—<br />
all stars that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a star may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a star’s duration so that it lasts longer than the Longevity setting—it can<br />
only decrease it.<br />
Has tip<br />
Has report<br />
Checkbox<br />
Checkbox<br />
These two checkboxes determine whether or not the firework has a tip and a report, respectively. The tip and<br />
report attributes are set in the Shell tip, Report, and Report sound tabs. Note that shells and stars use the same<br />
Report and Report sound settings.<br />
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Mine<br />
Star body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Star body controls let you fine-tune a star’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the stars’ trajectories; they don’t modify the size or appearance<br />
of the stars.<br />
The Star body values aren’t affected by changes in the Shell body tab.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight of a single star. A value of 1.0 is the star’s “natural” weight. If you increase the value, the star<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the star lighter and so the<br />
straight-outward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a star consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the star’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the star<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the star loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the star’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the star less affected by the wind, causing its trajectory to straighten and<br />
elongate. Increasing the value increases the effect of the wind and air friction on the star, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 126
Mine<br />
Star tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a star is its leading edge as it burst from a shell. The tip can begin “glowing” as soon as the star<br />
emerges and can continue through the star’s duration. You make the tip visible by checking the Star > Has tip<br />
checkbox.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. Unlike a shell tip, a star tip doesn’t have a “natural” size that’s based<br />
on the <strong>Fireworks</strong> > Caliber setting. As you select larger or smaller caliber settings, you’ may want to increase<br />
or decrease the value of this attribute.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the star’s trajectory, at which the tip starts and stops glowing.<br />
The default settings mean that the tip starts glowing as soon as the star emerges from the shell, and it<br />
disappears when the star dies. Settings of 0.25 and 0.75 (for example) would start the glow a quarter of the<br />
way along the trajectory and extinguish it a quarter of the way from the burst.<br />
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.<br />
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Mine<br />
Star tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star’s tail is the trail of glowing particles that it leaves behind after it’s emerged from its shell, and lasting<br />
until it dies. You make the tail visible by setting the Tail effect, below, to something other than No tail. You can<br />
then set the tail’s other attributes through the rest of the controls. Additional attributes are set through the<br />
Star tail, cont. tab.<br />
Name<br />
Effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation in<br />
particle and brightness gives the tail a glittery or twinkling effect.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the length of the star’s tail measured along the star’s trajectory. Settings of 0.0<br />
and 1.0, respectively, mean that the tail begins as soon as the star emerges from the shell, and it disappears<br />
when the star dies. Settings of 0.25 and 0.75 (for example) would cause the tail to appear a quarter of the way<br />
along the trajectory and die out a quarter of the way from the end of the trajectory.<br />
The End value must be greater than the Begin value; if it isn’t, the tail won’t appear.<br />
PAGE 128
Mine<br />
Star tail, cont.<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets additional attributes of the star’s tail.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the star’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the star’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
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Mine<br />
Report<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A report is an explosive device that creates a bright flash and a loud bang. This tab defines the report’s<br />
appearance. A companion tab, Report sound, defines its sound. The report settings are shared by the shell and<br />
the star.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the color of the report’s flash.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the report’s flash. Unlike other objects, a report doesn’t have a “natural” size that’s<br />
based on the <strong>Fireworks</strong> > Caliber setting (or any other attributes). As you select larger or smaller caliber<br />
settings, you may want to increase or decrease the value of this attribute.<br />
Adjusting the Size setting could automatically adjust the volume of the report’s sound, depending on the<br />
volume of the Report sound > Volume setting.<br />
PAGE 130
Mine<br />
Report sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A report is an explosive device that creates a bright flash and a loud bang. This tab defines the report’s sound.<br />
A companion tab, Report, defines its appearance.<br />
If you set the mine’s report sound, the Shell burst sound is suppressed.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the report explodes. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Scaler; 0.0 = natural volume)<br />
Sets the amplitude of the report’s sound. If you set the slider to 0.0, the amplitude is automatically adjusted<br />
to match the Report > Size setting. Any other value sets the amplitude as a percentage of the soundfile’s<br />
unattenuated amplitude.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each report. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific report will be somewhere between -0.2 (a fifth of an octave below<br />
the natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 131
18 Fountain<br />
A fountain is a groundwork that sprays a continuous stream of particles. Some fountains can end with a report,<br />
others with a salute.<br />
PAGE 132
Fountain<br />
Firework<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Firework tab for a fountain is different from the other firework types: It has a Duration control rather than<br />
Caliber.<br />
Name<br />
Duration<br />
Attribute<br />
Slider (Seconds)<br />
The duration of the fountain, in seconds.<br />
For an explanation of the other controls in the Firework tab, see the Common Tabs chapter.<br />
PAGE 133
Fountain<br />
Spray<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Spray tab defines the number and distribution of particles that are launched at a time.<br />
Name<br />
Thickness<br />
Attribute<br />
Slider (Scaler; 0.0 = one particle at a time)<br />
This slider controls the frequency with which the particles are sprayed. If you set the slider to 0.0, particles<br />
are shot one a time—the second particle doesn’t emerge until the first one has finished. Greater values<br />
decrease the time-between-particles and thus increase the density of the fountain’s spray.<br />
Cone angle<br />
Slider (degrees)<br />
A fountain’s cone angle is the angle across which the particles are randomly distributed. The center of the<br />
angle is straight up. As you increase the cone angle value, the cone widens symmetrically around the center.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
The Cone height slider lets you adjust the fountain’s height by modifying the velocity with which the<br />
particles are sprayed. If you set the slider to 1.0, you get the fountain’s “natural” height. Values greater than<br />
1.0 produce greater heights, as much as twice as high as the natural height. Values less than 1.0 reduce the<br />
height. If you set the value to 0.0, the particles won’t lift off at all.<br />
The cone height doesn’t affect the particles’ durations. At a height of 1.0, a particle will consume its<br />
pyrotechnic material just after it reaches the apex of the cone. If you decrease the height, the particles will<br />
droop and fall back to Earth before burning out. If you increase the height to the maximum, the particles<br />
could burn out before they reach the apex.<br />
You can counteract (or even compound) this affect by adjusting the particles’ durations through the<br />
Particle > Longevity control.<br />
N O T E<br />
If you’ve modified the fountain’s height by dragging the target in the Sky Field, this control will<br />
have no effect.<br />
PAGE 134
Fountain<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Name<br />
Attribute<br />
Randomness<br />
Slider (Fraction; 0.0 = autocompute)<br />
The Randomness slider lets you add some randomness to the heights of individual particles. As you increase<br />
the slider’s value the range of heights widens, but the maximum will never be greater than the height that’s<br />
set by the Cone height control. For example, let’s say you’ve set Cone height so that the fountain is 200 feet<br />
height. If you set Randomness to 0.01, all particles will (very nearly) reach the 200 foot maximum. If you set<br />
the value to 0.5, each particle will rise somewhere between 100 and 200 feet. Set it to .75 and the range will<br />
be between 50 and 200 feet, and so on.<br />
A value of 0.0 tells <strong>FINALE</strong> to add a natural—but fairly small—amount of randomness.<br />
PAGE 135
Fountain<br />
Spray sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Spray sound tab lets you select and modify the sound that’s played while the fountain is spraying particles.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played. The names of the sounds that you can<br />
choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on. The sound is layered to match the<br />
fountain’s density, as set through the Spray > Thickness control.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />
completely unattenuated; a volume of 0.0 is silent. Because the sound is layered, the cumulative amplitude<br />
will increase as the fountain’s thickness is increased.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to each instance of the sound. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to 0.5 (half an octave higher than the “natural” pitch of the sound) and set Random pitch<br />
shift to -0.3, the pitch shift for a specific instance will be somewhere between 0.2 (a fifth of an octave above<br />
the natural pitch) and 0.5 (a half an octave higher than natural).<br />
PAGE 136
Fountain<br />
Particle<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Particle tab defines the basic attributes of a fountain’s particles. More detailed attributes are provided<br />
through the Particle body and Particle tail tabs.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time it takes for a particle to consume its pyrotechnic material. The slider value isn’t an<br />
amount of time in seconds: It’s a scaler on a particle’s natural duration. The natural duration causes a<br />
particle to burn out just after it’s reached its apex (depending on the Spray > Cone height setting). This<br />
natural duration is represented by a value of 1.0. If you set the slider to 0.5, the particle will last half as long<br />
as the natural duration. If you increase the value, the particle will fall back to earth before dying.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to a particle’s longevity. With a setting of 0.0, there’s no randomness—<br />
all particles last the same amount of time (as set through the Longevity slider). As you increase the<br />
Abridgment value, you reduce the duration range. For example, a setting of 0.1 means that a particle will burn<br />
out any time after 9/10ths of its longevity has expired.<br />
The Abrigment setting never increases a particle’s duration so that it lasts longer than the Longevity setting—it<br />
can only decrease it.<br />
PAGE 137
Fountain<br />
Particle body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Particle body lets you fine-tune the particle’s mass so that it’s more or less susceptible to air friction, gravity,<br />
and wind.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the particle’s weight. A value of 1.0 is a particle’s “natural” weight. If you increase the value, the particle<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the particle lighter and so<br />
the upward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a particle consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the particle’s ultimate momentum (the point at which it has exhausted its material) compared to<br />
its launch momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the<br />
particle maintains more of its momentum over the course of its trajectory. If you decrease the value, the<br />
particle loses momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the particle’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural<br />
resistance. Decreasing the slider’s value makes the particle less affected by the wind, causing its trajectory to<br />
straighten and elongate. Increasing the value increases the effect of the wind and air friction, shortening the<br />
particle’s trajectory and bending it in the direction of the wind.<br />
PAGE 138
Fountain<br />
Particle tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A particle’s tail is the trail of sparks that it leaves behind after it’s launched and that lasts until it has consumed<br />
its pyrotechnic material. You make the tail visible by setting the Tail effect, below, to something other than No<br />
tail. You can then set the tail’s color and duration through the other controls. Additional attributes are set<br />
through the Particle tail, cont. tab.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the color of the sparks in a particle’s tail.<br />
Brightness<br />
Slider (Scaler)<br />
This is an additional brightness control that’s compounded with the color picker’s Bright: slider. It lets you<br />
enhance the brightness of the tail so that it becomes more intense.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the particle’s entire trajectory, at which the tail starts and<br />
stops. If you set the sliders to 0.0 and 1.0, respectively, the tail will be visible from the moment the particle is<br />
launched until the particle burns out. Settings of 0.25 and 0.75 would draw a tail that lasts from a quarter of<br />
the way from the launch to a quarter of the way from the end.<br />
For a fountain, you typically want to leave the End slider set to 1.0 and use the Particle > Longevity control to<br />
adjust the length of the tail (which is analogous to adjusting the particle’s endpoint).<br />
The End value must be greater than the Begin value; if it isn’t, the tail won’t appear.<br />
PAGE 139
Fountain<br />
Particle tail, cont.<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets additional attributes of the particles’ tails. Not all fountains have Weight and Ramp up controls<br />
Name<br />
Length<br />
Attribute<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the length of the tail that a particle produces. By increasing or decreasing this value, you can cause<br />
more or less of the tail to be visible at a given time.<br />
Fadeaway<br />
Slider (Fraction)<br />
As a particle nears the end of its trajectory, it emits fewer and fewer sparks. Fadeaway lets you control the<br />
rate at which the emission of sparks tapers off. A setting of 0.5 is a “natural” decrease; if you set the slider<br />
to 0.0, there’s no decrease at all: The “spark spigot” remains full on until the very end. As you increase the<br />
slider’s value, the particle will begin to decrease its spark emission earlier in its trajectory.<br />
Weight<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight of the sparks in the fountain’s tails. A value of 1.0 is a spark’s “natural” weight. If you<br />
increase the value, the spark becomes heavier and is pulled back to Earth more quickly. Smaller values make<br />
the spark lighter and so the upward portion of its trajectory is less affected by gravity.<br />
Ramp up<br />
Slider (Fraction)<br />
It takes some amount of time after the launch of a particle for its tail to reach its maximum spark density.<br />
This slider lets you control this “ramp up” time as a fraction of the tail’s duration. If you set the slider to 1.0,<br />
the tail continues to thicken across its entire duration, reaching its maximum density near the end of its<br />
trajectory. If you set the slider to 0.0, the tail becomes maximally dense almost immediately upon launch.<br />
PAGE 140
Fountain<br />
Report<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A report is an explosive device that creates a bright flash and a loud bang that occurs at the very end of the<br />
fountain’s trajectory. This tab sets the graphical attributes of the fountain’s reports. A companion tab, Report<br />
sound, defines the sound it makes. Not all fountains have reports.<br />
Name<br />
Size<br />
Attribute<br />
Slider (Meters)<br />
The size of the “sweet spot” of the report, in meters.<br />
Sky brightening<br />
Slider (Scaler)<br />
The Sky brightening attribute adds an extremely brief, non-linear lightening mask on the show’s background<br />
image as the report explodes. Dark parts of the image remain dark while the brightness of lighter pixels is<br />
increased, creating an effect that seems to cast shadows. Sky brightening isn’t affected by the report’s size.<br />
PAGE 141
Fountain<br />
Report sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab defines the report’s sound. A companion tab, Report, defines its appearance.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the report explodes. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Scaler; 0.0 = natural volume)<br />
Sets the amplitude of the report’s sound. If you set the slider to 0.0, the amplitude is automatically adjusted<br />
to match the Report > Size setting. Any other value sets the amplitude as a percentage of the soundfile’s<br />
unattenuated amplitude.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each report. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific report will be somewhere between -0.2 (a fifth of an octave below<br />
the natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 142
Fountain<br />
Salute, Salute colors, Salute sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Salute and Salute colors tabs sets the graphical attributes of the salute. For an explanation of these tabs—<br />
with examples—see the Flash and Flash colors tabs in the Salute chapter.<br />
The Salute sound tab sets the salute’s sound. For an explanation of its controls, see the Report sound tab in this<br />
chapter.<br />
PAGE 143
19 Candle<br />
A candle is a single tube device that shoots a sequence of effects such as comets or mines. Individual candles<br />
are often fused together at different angles to create a pattern of repeated shots that fan or zigzag across the<br />
sky.<br />
Instead of manually configuring dozens of individual fireworks at the desired angles and times and then<br />
saving the construction as a cake, you can edit a single firework in the Candle category to create an entire<br />
pattern of shots. The Candle editor lets you set the pattern and timing of the firework sequence through its<br />
Cycle and Multicycle tabs. In contrast with cakes, which can combine any number of different firework types,<br />
the sequence of shots in a Candle firework are all the same effect.<br />
PAGE 144
Candle<br />
Launch<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch tab defines the attributes of the candle’s launch.<br />
Name<br />
Cone angle<br />
Attribute<br />
Slider (degrees)<br />
A firework’s cone angle is the angle across which the projectiles in a single launch are randomly distributed. If<br />
you’re not using a cyclical effect (as created through the Cycle tab), the center of the angle is straight up. As<br />
you increase the cone angle value, the cone widens symmetrically around the center.<br />
If you are using a cycle, the center of the cone will “swing” as the successive shots are distributed over time<br />
across the fan angle (again, this is explained in the Cycle description). In this case, you’ll probably want to<br />
drastically reduce the cone angle so that you don’t spoil the effect of the pattern.<br />
Cone height<br />
Slider (scaler; 1.0 = natural height)<br />
By default, the height (or distance) of a firework’s trajectory is determined by the velocity with which it’s<br />
launched, and velocity is directly related to the firework’s caliber (and some other physical properties).<br />
The Cone height slider lets you adjust the firework’s velocity (and so its height). If you set the slider to 1.0,<br />
you get the velocity/height that’s determined by the caliber. Values greater than 1.0 produce greater heights,<br />
as much as twice as high as the natural caliber height. Values less than 1.0 reduce the height. If you set the<br />
value to 0.0, the firework won’t lift off at all.<br />
Keep in mind that you’re increasing and decreasing the firework’s velocity. The duration of its trajectory will<br />
be the same regardless of this slider’s value. Thus, you can adjust the cone height without “invalidating” the<br />
firework’s prefire setting.<br />
Randomness<br />
Slider (Fraction; 0.0 = autocompute)<br />
The velocities of a candle’s shells are set naturally by the candle’s caliber. The Randomness slider lets you<br />
add some randomness to the distribution of velocities. As you increase the slider’s value the range of<br />
velocities widens, but they’re always less than the natural velocity that’s set by the caliber. For example, let’s<br />
say you’re creating a candle that launches shells at an initial default velocity of 400 ft/sec. If you set the<br />
Randomness to 0.01, all shells will emerge with (very nearly) the same initial velocity (400 ft/sec). If you set<br />
the value to 0.5, each shell will emerge with an initial velocity that’s somewhere between 200 and 400 ft/sec.<br />
A value of 1.0 means that a shell could emerge at anywhere from 0 to 400 ft/sec.<br />
A value of 0.0 tells <strong>FINALE</strong> to select a physically reasonable—but fairly small—range of velocities.<br />
PAGE 145
Candle<br />
Launch sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Launch sound tab lets you select and modify the sound that’s played when the firework is launched.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the firework is launched. The names of<br />
the sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />
completely unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by caliber; for example, if<br />
you increase a firework’s caliber, the launch sound doesn’t get louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each launch. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to 0.5 (half an octave higher than the “natural” pitch of the sound) and set Random pitch<br />
shift to -0.3, the pitch shift for a specific launch will be somewhere between 0.2 (a fifth of an octave above<br />
the natural pitch) and 0.5 (a half an octave higher than natural).<br />
PAGE 146
Candle<br />
Mine<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Mine tab defines the number of projectiles (shells, sparks, stars) that are launched at a time.<br />
Name<br />
Is mine<br />
Attribute<br />
Checkbox<br />
If this checkbox is checked, the firework behaves like a mine in that it can launch more than one projectile.<br />
The number of projectiles is controlled by the Mine thickness slider.<br />
If the checkbox is unchecked, the firework will only launch one projectile, regardless of the Mine thickness<br />
setting.<br />
Mine thickness<br />
Slider (Scaler; 0.0 = one projectile)<br />
If Is mine is checked, this slider controls the number of projectiles that are launched during a single launch.<br />
If you want a single projectile, set the slider to 0.0. Greater values increase the count. The maximum value<br />
produces about 200 projectiles per launch.<br />
If Is mine is unchecked, the Mine thickness slider is ignored and the firework launches a single projectile.<br />
PAGE 147
Candle<br />
Shell<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell tab defines the basic attributes of a firework’s shell (or projectiles). More detailed attributes are<br />
provided through the Shell body, Shell burst, Shell tip, Shell tail, and Report tabs.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the shell’s launch and its burst. The slider value isn’t an amount of time in<br />
seconds: It’s a scaler on the shell’s natural duration, which is determined by its caliber, speed, and other<br />
factors. The natural duration causes the shell to burst right about the time it has reached its apex. This<br />
natural duration is represented by a value of 1.0. If you set the slider to 0.5, for example, the duration<br />
between launch and burst will be half as long as the natural duration. If you want the shell to start to fall<br />
back to earth before it bursts, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the shell’s longevity. With a setting of 0.0, there’s no randomness—<br />
all shells that are fired in a single launch will burst at (approximately) the same time (as set through the<br />
Longevity slider). As you increase the Abridgment value, you reduce the duration range. For example, a<br />
setting of 0.1 means that a shell may burst at any time after 9/10ths of the shell’s longevity has expired.<br />
The Abrigment setting never increases a shell’s duration so that it lasts longer than the Longevity setting—it<br />
can only decrease it.<br />
Has tip<br />
Has report<br />
Checkbox<br />
Checkbox<br />
These two checkboxes determine whether or not the firework has a tip and a report, respectively. The tip and<br />
report attributes are set in the Shell tip, Report, and Report sound tabs. Note that shells and stars use the same<br />
Report and Report sound settings.<br />
PAGE 148
Candle<br />
Shell body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell body controls let you fine-tune the shell’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the shell’s trajectory; they don’t modify the size or appearance<br />
of the shell. Also, the Shell body values that you set here don’t affect the similar values in the Star body tab. If<br />
you want to make similar changes to both the shell and its stars, you have to visit both tabs.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the shell’s weight. A value of 1.0 is the shell’s “natural” weight. If you increase the value, the shell<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the shell lighter and so the<br />
upward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a shell consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the shell’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
launch momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the shell<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the shell loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the shell’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the shell less affected by the wind, causing its trajectory to straighten<br />
and elongate. Increasing the value increases the effect of the wind and air friction on the shell, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 149
Candle<br />
Shell tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a shell is its leading edge. Depending on the values you set in this tab, the tip can begin “glowing”<br />
as soon as the shell is launched and can continue through the shell’s duration, ending at the burst point. You<br />
make the tip visible by checking the Shell > Has tip checkbox. You then set the tip’s attributes through the<br />
controls in this tab.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the size of the tip’s glow. A value of 1.0 is the natural size, based on the Firework > Caliber setting. Other<br />
values act as scalers on the natural size: 0.5 makes the tip half as large; 2.0 makes it twice as large.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the shell’s trajectory, at which the tip starts and stops glowing.<br />
If you set the sliders to 0.0 and 1.0, respectively, the tip will start glowing as soon as the shell is launched,<br />
and disappears when the shell bursts. Settings of 0.25 and 0.75 would start the glow a quarter of the way<br />
from the launch and extinguish it a quarter of the way from the burst.<br />
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.<br />
PAGE 150
Candle<br />
Shell tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched and that lasts until it bursts.<br />
You make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the<br />
tail’s color and duration through the other controls. Additional attributes are set through the Shell tail, cont.<br />
tab.<br />
Name<br />
Tail effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation gives<br />
the tail a glittery or twinkling effect.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the shell’s entire trajectory, at which the tail starts and stops.<br />
If you set the sliders to 0.0 and 1.0, respectively, the tail will be visible from the moment the shell is<br />
launched until the shell bursts. Settings of 0.25 and 0.75 would draw a tail that lasts from a quarter of the<br />
way from the launch to a quarter of the way from the burst.<br />
The End value must be greater than the Begin value; if it isn’t, the tail won’t appear.<br />
PAGE 151
Candle<br />
Shell tail, cont.<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets additional attributes of the shell’s tail.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the shell’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the shell’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
Ramp up<br />
Slider (Fraction)<br />
It takes some amount of time after the launch of a shell for the particles in the shell’s tail to reach their<br />
maximum density. This slider lets you control this “ramp up” time as a fraction of the shell’s duration. If<br />
you set the slider to 1.0, the tail continues to thicken across its entire duration, reaching its maximum density<br />
near the end of its trajectory. If you set the slider to 0.0, the tail becomes maximally dense almost<br />
immediately upon launch.<br />
PAGE 152
Candle<br />
Shell burst<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst controls set some basic attributes of the stars that emerge when the shell bursts (or “breaks”).<br />
Name<br />
No. of Stars<br />
Attribute<br />
Slider (Count)<br />
Sets the number of stars that each shell contains. When the shell bursts, the stars are thrown in random<br />
directions away from the shell, creating a peony effect. If you set No. of stars to 0, the shell won’t throw any<br />
stars. The stars’ attributes (color, weight, sound, and so on) are set through the various Star tabs.<br />
Burst force<br />
Slider (Scaler; 1.0 = natural size)<br />
Sets the power with which the stars break from the shell. 1.0 is the shell’s natural burst power, based on the<br />
caliber of the shell and other physical properties. Other values are applied as scalers on the natural power:<br />
0.5 means the stars are thrown half has hard; 2.0 means they’re thrown twice as hard. A setting of 0.0 means<br />
that there’s virtually no power—the stars fall out of the break with very little outward momentum.<br />
Note that the Burst force setting affects the sound volume of the report. If you want to create a weak shell<br />
with a loud report, you have to increase the Report > Loudness setting.<br />
PAGE 153
Candle<br />
Shell burst sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Shell burst sound controls let you select and modify the sound that’s played when the firework’s shell<br />
finishes its trajectory (the sound is played even if the shell doesn’t actually “burst”).<br />
Be aware that if the shell burst has a report, the shell’s burst sound will not be played.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the shell bursts. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Fraction)<br />
Sets the amplitude of the sound as a percentage of its unattenuated amplitude. A volume of 1.0 is<br />
completely unattenuated; a volume of 0.0 is silent. The amplitude isn’t affected by the firework’s caliber or<br />
the Shell burst > Burst force setting; for example, if you increase a firework’s caliber, the shell’s burst sound<br />
doesn’t get louder.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each shell burst. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific burst will be somewhere between -0.2 (a fifth of an octave below the<br />
natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 154
Candle<br />
Star<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star is created when particles of pyrotechnic composition material are ignited and emitted by a bursting<br />
shell. The Star tab defines the basic attributes of a star, such as its duration and whether it’s accompanied by a<br />
report. Other star attributes are provided through Star body, Star tip, Star tail, and so on. A star’s force—but<br />
not its duration—is affected by the Shell burst > Burst force setting.<br />
Name<br />
Longevity<br />
Attribute<br />
Slider (Scaler; 1.0 = natural longevity)<br />
Sets the amount of time between the star’s emergence from the bursting shell and the time that its<br />
pyrotechnic material is exhausted. The slider value isn’t an amount of time in seconds: It’s a scaler on the<br />
star’s natural duration, which is determined by its caliber, speed, and other factors. This natural duration is<br />
represented by a value of 1.0. If you set the slider to 0.5, for example, the duration between the burst and<br />
the time that the star is exhausted will be half as long as the natural duration. If you want to extend the<br />
stars’ trajectories, increase the longevity value.<br />
Abridgment<br />
Slider (Fraction)<br />
Abridgment adds a bit of randomness to the star’s longevity. With a setting of 0.0, there’s no randomness—<br />
all stars that burst from a shell last (approximately) the same amount of time (as set through the Longevity<br />
slider). As you increase the Abridgment value, you reduce the duration range. For example, a setting of 0.5<br />
means that a star may die out any time after half of its longevity has expired.<br />
The Abrigment setting never increases a star’s duration so that it lasts longer than the Longevity setting—it can<br />
only decrease it.<br />
Has tip<br />
Has report<br />
Checkbox<br />
Checkbox<br />
These two checkboxes determine whether or not the firework has a tip and a report, respectively. The tip and<br />
report attributes are set in the Shell tip, Report, and Report sound tabs. Note that shells and stars use the same<br />
Report and Report sound settings.<br />
PAGE 155
Candle<br />
Star body<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Star body controls let you fine-tune a star’s mass so that it’s more or less susceptible to air friction,<br />
gravity, and wind. These attributes only affect the stars’ trajectories; they don’t modify the size or appearance<br />
of the stars.<br />
The Star body values aren’t affected by changes in the Shell body tab.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the star’s weight. A value of 1.0 is the star’s “natural” weight. If you increase the value, the star<br />
becomes heavier and is pulled back to Earth more quickly. Smaller values make the star lighter and so the<br />
straight-outward portion of its trajectory is less affected by gravity.<br />
Momentum<br />
Slider (Scaler; 1.0 = natural momentum loss)<br />
As a star consumes its pyrotechnic material, it loses mass and momentum, and thus slows down and<br />
becomes increasingly more susceptible to the effects of the wind and air friction. This attribute lets you set<br />
the scale of the star’s ultimate momentum (the point at which it has exhausted its material) compared to its<br />
burst momentum. A value of 1.0 produces a “natural” momentum loss. If you increase the value, the star<br />
maintains more of its momentum over the course of its trajectory. If you decrease the value, the star loses<br />
momentum more quickly.<br />
Wind resistance<br />
Slider (Scaler; 1.0 = natural wind resistance)<br />
Sets the star’s susceptibility to the wind and air friction. A value of 1.0 produces a slight, natural resistance.<br />
Decreasing the slider’s value makes the star less affected by the wind, causing its trajectory to straighten and<br />
elongate. Increasing the value increases the effect of the wind and air friction on the star, shortening its<br />
trajectory and bending it in the direction of the wind.<br />
PAGE 156
Candle<br />
Star tip<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The tip of a star is its leading edge as it burst from a shell. The tip can begin “glowing” as soon as the star<br />
emerges and can continue through the star’s duration. You make the tip visible by checking the Star > Has tip<br />
checkbox.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the tip’s color.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the tip’s glow. Unlike a shell tip, a star tip doesn’t have a “natural” size that’s based<br />
on the <strong>Fireworks</strong> > Caliber setting. As you select larger or smaller caliber settings, you’ may want to increase<br />
or decrease the value of this attribute.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the points, along the star’s trajectory, at which the tip starts and stops glowing.<br />
The default settings mean that the tip starts glowing as soon as the star emerges from the shell, and it<br />
disappears when the star dies. Settings of 0.25 and 0.75 (for example) would start the glow a quarter of the<br />
way along the trajectory and extinguish it a quarter of the way from the burst.<br />
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.<br />
PAGE 157
Candle<br />
Star tail<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A star’s tail is the trail of glowing particles that it leaves behind after it’s emerged from its shell, and lasting<br />
until it dies. You make the tail visible by setting the Tail effect, below, to something other than No tail. You can<br />
then set the tail’s other attributes through the rest of the controls.<br />
Name<br />
Effect<br />
Attribute<br />
Menu<br />
Lets you choose the type of tail you want the shell to display:<br />
No tail. Use this effect to turn off the tail.<br />
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration<br />
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.<br />
Thick. This is the same as Thin but there are more particles, and they trace a wider path.<br />
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation in<br />
particle and brightness gives the tail a glittery or twinkling effect.<br />
Color<br />
Color picker<br />
Sets the tail’s color.<br />
Begin<br />
End<br />
Slider (Fraction)<br />
Slider (Fraction)<br />
These two sliders determine the length of the star’s tail measured along the star’s trajectory. Settings of 0.0<br />
and 1.0, respectively, mean that the tail begins as soon as the star emerges from the shell, and it disappears<br />
when the star dies. Settings of 0.25 and 0.75 (for example) would cause the tail to appear a quarter of the way<br />
along the trajectory and die out a quarter of the way from the end of the trajectory.<br />
The End value must be greater than the Begin value; if it isn’t, the tail won’t appear.<br />
PAGE 158
Candle<br />
Star tail, cont.<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
This tab sets additional attributes of the star’s tail.<br />
Name<br />
Weight<br />
Attribute<br />
Slider (Scaler; 1.0 = natural weight)<br />
Sets the weight the individual particles in the star’s tail. A value of 1.0 is a particle’s “natural” weight (which<br />
is very close to weightless). If you increase the value, the particles become heavier and are pulled back to<br />
Earth, causing the entire tail to appear to be “pulled down” from its launch point. Smaller values make the<br />
particles lighter and less affected by gravity.<br />
Length<br />
Slider (Scaler; 1.0 = natural length)<br />
Sets the longevity of the particles in the star’s tail (in other words, the amount of time before they’re<br />
extinguished). By increasing or decreasing this value, you can cause more or less of the tail to be visible at a<br />
given time.<br />
PAGE 159
Candle<br />
Report<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A report is an explosive device that creates a bright flash and a loud bang. This tab defines the report’s<br />
appearance. A companion tab, Report sound, defines its sound. The report settings are shared by the shell and<br />
the star.<br />
Name<br />
Color<br />
Attribute<br />
Color picker<br />
Sets the color of the report’s flash.<br />
Size<br />
Slider (Scaler)<br />
Sets the magnitude of the report’s flash. Unlike other objects, a report doesn’t have a “natural” size that’s<br />
based on the <strong>Fireworks</strong> > Caliber setting (or any other attributes). As you select larger or smaller caliber<br />
settings, you may want to increase or decrease the value of this attribute.<br />
Adjusting the Size setting could automatically adjust the volume of the report’s sound, depending on the<br />
volume of the Report sound > Volume setting.<br />
PAGE 160
Candle<br />
Report sound<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A report is an explosive device that creates a bright flash and a loud bang. This tab defines the report’s sound.<br />
A companion tab, Report, defines its appearance. The report settings are shared by the shell and the star.<br />
If a shell contains a report, the report’s sound is played and the Shell burst sound is suppressed.<br />
Name<br />
Sound<br />
Attribute<br />
Menu<br />
The Sound menu gives you a choice of sounds that are played when the shell bursts. The names of the<br />
sounds that you can choose from are self-descriptive: Whoosh, Pop, Thud shriek, and so on.<br />
Volume<br />
Slider (Scaler; 0.0 = natural volume)<br />
Sets the amplitude of the report’s sound. If you set the slider to 0.0, the amplitude is automatically adjusted<br />
to match the Report > Size setting. Any other value sets the amplitude as a percentage of the soundfile’s<br />
unattenuated amplitude.<br />
Pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Shifts the pitch of the sound by as much as an octave lower (-1.0) to an octave higher (1.0). Pitch shifting is<br />
effected by changing the playback speed of the soundfile. Shifting the sound lower will increase its duration;<br />
shifting it higher will increase the duration.<br />
Random pitch shift<br />
Slider (-1.0 = one octave lower; 1.0 = one octave higher)<br />
Adds a random amount of pitch shift to the sound of each report. You can declare a random pitch shift<br />
from an octave lower to an octave higher than the pitch defined by the Pitch shift attribute. For example, if<br />
you set Pitch shift to -0.5 (half an octave lower than the “natural” pitch of the sound) and set Random pitch<br />
shift to 0.3, the pitch shift for a specific report will be somewhere between -0.2 (a fifth of an octave below<br />
the natural pitch) and -0.5 (a half an octave lower than natural).<br />
PAGE 161
Candle<br />
Cycle<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
A cycle is a series of events that can be distributed in a pattern in the sky. Each event is a single performance of<br />
the effect that’s defined by the preceding tabs. The Cycle tab lets you set the number of events in a cycle, the<br />
amount of time between events, and the pattern that the cycle of events creates. A companion tab, Multicycle,<br />
lets you create a series of cycles.<br />
The entire performance, from the first launch until the moment of the last launch (including multicycle<br />
repetitions), can last no more than 120 seconds. Because of this, the number of events and cycles that you can<br />
ask for may be less than the maximum values that are proclaimed by the “number of X” sliders. The lingering<br />
effect of the last event can stretch beyond the 120-second barrier—it just has to be launched within 120<br />
seconds of the first event’s launch.<br />
Name<br />
Events per cycle<br />
Seconds per event<br />
Attribute<br />
Slider (Count)<br />
Slider (Seconds)<br />
These two controls set the number of events in a single cycle, and the amount of time, in seconds, between<br />
the start times of successive events. By multiplying the seconds-per-event by the events-per-cycle (minus 1),<br />
you get the duration of a single cycle.<br />
Pattern<br />
Fan angle<br />
Menu<br />
Slider (degrees)<br />
These two controls work together to create a “fan” effect over time by changing the angle of the launch of<br />
successive events. The range or “pie wedge” of the fan is set by the Fan angle; the fan effect is defined by<br />
the Pattern selection. There are nine effects:<br />
Straight up. This turns off the fan pattern. All events are projected straight up. Note, however, that the Shell<br />
> Cone angle is still applied; individual projectiles in an event are distributed randomly within the cone angle.<br />
Fan left to right. In this pattern, the first event is fired at an angle that’s half of the Fan angle to the left of<br />
center, and successive events move in equal steps to the right, reaching the far right side of the Fan angle at<br />
the last event (see the illustration, below). Again, the cone angle is applied around each step. If you’re using<br />
this pattern—or any of the following patterns—you may want to set the Launch > Cone angle value to 0.0 (or<br />
very close) so that you don’t spoil the effect.<br />
Fan right to left. This is the same as the above but moves right-to-left.<br />
Fan left to right to left. The events move twice as fast, from the left edge to the right edge and back again in a<br />
single cycle.<br />
Fan right to left to right. This is the same as the above, but from right-to-left and back again.<br />
Fan open. Pairs of events are fired at the same time, one on the far left edge of the Fan angle, and the other<br />
PAGE 162
Candle<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Name<br />
Attribute<br />
on the far right side. Successive events close the gap, and the final events are fired (nearly) straight up.<br />
When you use this pattern (and the other fan open/close patterns), you effectively double the Events per<br />
cycle setting.<br />
Fan close. The same as the above, but the fan opens from the center to the extremes.<br />
Fan open and close. Events move twice as fast, opening and then closing the fan.<br />
Fan close and open. The same as the above, but the fan closes and then opens.<br />
Keep in mind that in order to see the effect of the pattern, you must have multiple events within a cycle.<br />
Fan left to right pattern<br />
PAGE 163
Candle<br />
Multicycle<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The Multicycle tab lets you declare the number of times you want to repeat the effect defined by the Cycle tab.<br />
It also lets you impose a time delay between each cycle.<br />
Name<br />
No. of cycles<br />
Attribute<br />
Slider (Count)<br />
Sets the number of cycles. Note that the upper limit may be less than 100—it depends on the number and the<br />
timing of the events that you’ve requested in the Cycle tab, and the time between cycles that you request by<br />
setting the next attribute. The entire performance must be less than 120 seconds. See the Cycle tab<br />
specification for more information.<br />
Seconds between<br />
Slider (Seconds)<br />
The amount of time, in seconds, between the end of one cycle and the beginning of the next.<br />
Seconds before first<br />
Slider (Seconds)<br />
An initial delay that’s imposed before the first cycle. Be aware that this delay does eat into the 120-second limit.<br />
PAGE 164
20 <strong>FINALE</strong> CSV Script Format<br />
The File menu lets you save your show in a number of formats. One of the options in the menu is Export<br />
Finale Generic CSV Script, <strong>FINALE</strong>’s own version of a firing script. The script’s format is explained in the table<br />
below. This information is provided, primarily, for firing system manufacturers who want to support the<br />
<strong>FINALE</strong> firing script format.<br />
File Layout and Formatting Rules<br />
The first line in the <strong>FINALE</strong> CSV script lists the names of the script’s columns. The column names, which<br />
are listed in the format table, are provided as a convenience. If you’re writing a program to read the script,<br />
you should ignore this first row. The end of the line is marked with a newline character (\r\n).<br />
Each of the rest of the lines in the file describes a single firework “event” (or shot), where a shot can launch<br />
more than one firework. The format of a single line follows these rules:<br />
• Values are comma-separated with no whitespace surrounding the commas.<br />
• There are 17 columns in the format. Thus, each line will contain 16 commas, even if some of the columns<br />
don’t contain value.<br />
• A value contains a string, a single character, an integer, or a floating-point number (a number with a<br />
fractional part).<br />
• String values are ASCII characters only.<br />
• Whitespace in a string value is replaced with an underbar, and double quotes and commas are removed.<br />
For example, Red Peony 3”, No Tail becomes Red_Peony3NoTail.<br />
• Although whitespace is replaced with underbars in strings, if a row represents a shot that contains more<br />
than one launch, some of the columns will contain whitespace. This will be explained in the format table.<br />
• Unless otherwise noted, floating-point numbers (numbers that have a fractional part) are always given to<br />
two decimal places: 1.05, 3.40, 6.00.<br />
• The end of a line is marked with a newline character (\r\n).<br />
PAGE 165
<strong>FINALE</strong> CSV Script Format<br />
Format Table<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
The table lists the columns that appear in a single row in the CSV file. The columns are given in the order that<br />
they appear in the file.<br />
Name Type Instances<br />
Shot Number Integer Single<br />
This is an ordinal number that gives the index of the shot, starting with shot 0 and increasing<br />
monotonically.<br />
Shot Time Floating-point Single<br />
The time of the event, in seconds, from the beginning of the show as it was created in <strong>FINALE</strong>. This is the<br />
time at which the pin is activated with an electrical impulse.<br />
Number Of Launches Integer Single<br />
The number of fireworks that are assigned to this pin. The value will only be greater than 1 if the module<br />
that controls the shot was defined, in the Edit position properties panel, to have more than one launch-perpin.<br />
The rest of the columns that are marked as Multiple will have a list of values that correspond to the<br />
number of launches that are declared here, with neighboring values separated by a single whitespace.<br />
Launch Delays Floating-point Multiple<br />
This is a list of the delays, after the Shot Time, of the launches that are contained in the shot. The delays are<br />
listed from least to greatest. The first value in the list will always be 0.00. As mentioned above, the list is<br />
given with a single whitespace between each value. For example:<br />
0.00 0.15 0.60 1.15<br />
To create a launch delay, you use the Firing View to manually set the pin numbers for two or more fireworks<br />
to the same value (the same pin), and then move one or more of the fireworks along the timeline. The<br />
earliest firework will have a delay of 0.00 (even if it was moved, as well). The second value in the list is the<br />
amount of time between the first and second launches, the third value is the difference between the first<br />
and third, and so on. In other words, the delays are computed by comparing a launch to the time of the first<br />
launch—they’re not the time spans between successive launches.<br />
Match Types String Multiple<br />
A list of the devices that ignite the launches. Currently, the ignition device is always ematch.<br />
Prefire Times Floating-point Multiple<br />
A list of the fireworks’ prefire times, in seconds.<br />
Effect Names Strings Multiple<br />
The names of the fireworks that are contained in the shot. The names are taken from the <strong>FINALE</strong><br />
inventory.<br />
PAGE 166
<strong>FINALE</strong> CSV Script Format<br />
<strong>FINALE</strong> <strong>Fireworks</strong> <strong>User</strong> <strong>Guide</strong><br />
Name Type Instances<br />
Calibers Integer/Floating-point Multiple<br />
A list of the fireworks’ calibers, in inches. If the caliber is a whole number, the value is given as an integer,<br />
otherwise the value contains as many decimal places as are needed. As examples: 3 3.5 5 7.5. Two decimal<br />
places are possible, but unlikely.<br />
Angles Floating-point (positive/negative) Multiple<br />
A list of the fireworks’ angles, in degrees. Positive angles lean to the right from the audience’s perspective.<br />
Negative angles lean to the left. As examples: -45.00 0.00 45.00.<br />
Position Names String Multiple<br />
The names of the launch positions that the fireworks are associated with. The launch position names are<br />
provided as a convenience.<br />
Position Distances Floating-point Multiple<br />
The distance-from-the-audience values that were assigned to the launch positions, in meters.<br />
Module Type String Single<br />
The type of firing module that controls this shot, as given in the Edit position properties panel. Multiplelaunch<br />
shots can’t cross modules, thus this column takes a single value.<br />
Module Number Integer Single<br />
Slat Letter Character Single<br />
Pin Number Integer Single<br />
The module, slat, and pin that control the shot. All shots have a Module Number and a Pin Number but not<br />
necessarily a Slat Letter.<br />
Assignment Method String Single<br />
The method that was used to assign the module/slat/pin, either auto or manual.<br />
Notes String Multiple<br />
A list of the “field notes” that describe the fireworks. Field notes are created through the Field Notes tab in<br />
the Firework Editor. The field notes are provided as a convenience.<br />
PAGE 167