![]() ![]() The Generic effects are the read-only list of default effects included with the program so you have something to get started with. Take a look at your effects!īoth the effect palette and the effect window will show one specific collection of effects, such as Generic effects, Per-show effects, My effects, or a supplier catalog or Finale Inventory inventory. After inserting some effects, move the playhead to the left of them on the timeline or press the rewind button in the lower left of the design view, and then press the play button in the lower left of the design view or press the space bar to start the show playing. If you click and hold down on the effect icon and drag-and-drop it to the timeline or to a position, that will insert the effect at that indicated point on the timeline or just the indicated position. If you click and release on the icon, the effect will be inserted into the currently selected positions, at the current timeline time as indicated by the playhead on the timeline (the split white vertical lines on the timeline). ![]() Insert effects by clicking on the icons in the effect palette or the in the effect window. You’ll find there are other useful functions in the Positions menu and the context menu from right clicking on positions or on the ground, such as “Aim positions at this point”. #Finale inventory getting started full#If you select multiple positions, and then right click one of them to rotate, the full set of selected positions will rotate around the position you clicked on.įigure 2 – Rotation widget snaps to 1 or 5 or 22.5 degrees. If you extend the red arrow to be long, then you can drag in individual degrees if you make the red arrow short, the rotation snaps to 5 or 22.5 degree intervals. Notice as shown in Figure 2 that you can now rotate the position by dragging the red arrow. ![]() Right click on a position and select “Rotate (heading)” from the context menu. Usually the point of reference is the audience, but it may be the center of the circle for a circle of positions, or other point for other situations. The positions have arrows on the top of them, which should point to your point of reference. If you need to move the model, right click on it, and unlock the model from the context menu then lock it again when you are done moving it. Notice that the positions automatically attach to the surface of the model and slide to whatever you are pointing to. Try inserting 50 positions and arranging them into a circle! If you feel adventuresome, add a model of a stadium or tower to the scene from the Scenery menu, and then try moving the positions around on the model. Once you feel comfortable moving positions around, you can try the functions in the Positions menu. Just like the camera view shortcut buttons on the right, you can click on the names of these buttons and give them useful names or delete them. When scripting, it is common to insert effects into a group of selected positions all at once, like the “front” positions, or “shells”, or “left-side”, “every-other”, etc., so it is useful to create position group shortcut buttons for the common groups. Clicking these buttons selects a group of positions. The flower-like buttons on the left are position group shortcut buttons. It is common to set up a dozen or so of these camera shortcut buttons to view the scene quickly from useful angles when scripting. You can then click on the new button’s name to rename it to something you can remember. ![]() #Finale inventory getting started plus#If you click the green plus sign, that will create a new shortcut button for the current view. The camera icons on the right side of the screen are camera view shortcut buttons to view the scene from different views, like above, front, etc. The circular blue buttons at the bottom of the simulation view are the navigation buttons: to orbit the scene around to see it from different angles to translate the scene in the ground plane, and to drag a selection rectangle for selecting positions or effects.įigure 1 – The padlock unlocks the positions. Try dragging the positions around on the grass. Our getting acquainted plan boils down to:Īfter launching the product, click the padlock icon in the lower right to unlock the positions, as shown in Figure 1. This short exercise will prepare you for addressing and exporting a script for your firing system in the next step (see Creating and exporting a script for your firing system). We’ll layout some launch positions, add a few effects, do some scripting functions like fans and sequences, and make a quick video so you have something to show for it. Before you launch into complex topics like importing your inventory or defining racks, let’s get started by putting together a little show. ![]()
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