FINALE | Fireworks™
FIREWORK DESIGN GUIDE
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Contents
1 Introduction .................................................................................................................................... 4
Opening the Firework Design Menu ................................................................................................ 4
The Rest of This Guide ................................................................................................................... 5
2 Creating a Comet ............................................................................................................................ 6
Firework ...................................................................................................................................... 6
Launch salvo ................................................................................................................................. 6
Shell ............................................................................................................................................ 7
Shell Tip ....................................................................................................................................... 7
Shell Tail ...................................................................................................................................... 8
Shell Burst .................................................................................................................................... 8
Star, Star tip, Star tail, and Report................................................................................................... 8
Cycle and Multicycle...................................................................................................................... 9
Viewing the Comet ........................................................................................................................ 9
3 Comet Variations .......................................................................................................................... 10
Single-shot Candle ...................................................................................................................... 10
Roman Candle ............................................................................................................................ 10
The Fan ...................................................................................................................................... 11
4 Firework Design Reference .......................................................................................................... 12
Firework .................................................................................................................................... 12
Launch salvo ............................................................................................................................... 12
Shell .......................................................................................................................................... 13
Shell tip ...................................................................................................................................... 14
Shell tail ..................................................................................................................................... 15
Shell burst .................................................................................................................................. 16
Star ........................................................................................................................................... 16
Star Tip ...................................................................................................................................... 17
Introduction FINALE | Fireworks™: Firework Design Guide
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Star Tail ...................................................................................................................................... 18
Report ....................................................................................................................................... 18
Cycle .......................................................................................................................................... 19
Multicycle .................................................................................................................................. 20
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1 Introduction
This guide shows you how to use FINALE Fireworks to create new fireworks object that you can drop into a show and
share with other FINALE users. This isn’t a matter of starting from scratch—your creation will be based on a fireworks
template that defines a set of attributes and components that you can quickly and easily modify through the FINALE
Fireworks user interface.
In this edition of the customization guide, we’ll tell you how to create your own fireworks based on a fireworks
template called HBO43. The customization that HBO43 enables is ideal for creating new multishot fireworks, such as
mines and cakes. You can also use HBO43 to create simple single-shot effects, such as comets and aerial shells
(peonies, chrysanthemums, and so on).
The component parts of HBO43 are:
Launch. You can set the caliber of the mortar, the number of projectiles that are launched at a time, and the size of
the arc (or cone) across which the projectiles are distributed. You can also add some randomness to the velocity
with which a group of projectiles are launched.
Projectile. (the HBO43 menus call this the shell). The projectile is the element that’s launched—a particle of
pyrotechnic composition in the case of a mine or comet, or a shell for aerial effects that burst in the sky. The
projectile can leave a tail, it can have a glowing tip, and it can finish in a burst that launches stars and triggers a
report. You can adjust the projectile’s duration (without affecting its velocity), specify the number of stars it
contains (including none) and the intensity of the burst, and you can set the colors of each of its parts (one color
each).
Star. The stars components are like those of the projectile: A star has a tip, a tail, and a report, each with its own
color. The one thing that a star doesn’t have is more stars—you can’t use HBO43 to create a “cascading break”
effect.
Report. You can adjust the color, size, and sound volume of the reports that are attached to projectiles and stars.
Note, however, that all reports use the same settings.
Timing. HBO43 lets you create a “repeated-launch” effect—think of a Roman candle (which we’ll describe in the
tutorial chapters). Now think of a Roman candle that swings as it sprays—you can do that with HBO43.
All of the customization settings and adjustments are applied through a set of sliders, menus, and other controls that
are presented by the FINALE application—there’s no programming or file editing involved. There a lot of parameters,
about 40 altogether, but you’ll rarely need to use them all for a particular effect. Furthermore, FINALE automatically
adjusts most of the firework attributes for you. As you increase the caliber, for example, FINALE knows that all of the
“downstream” components need to be adjusted accordingly.
Opening the Firework Design Menu
The HBO43 fireworks are catalogued in the Multishot section of the FINALE fireworks inventory. To open the
Firework Design menu, you drop a multishot firework into the scene, select it, and then double-click anywhere on the
selection. The Firework Design menu looks like this:
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The menu contains a series of tabs that contain the controls that you’ll use to edit the firework that you dropped into
the scene. (You may need to use the slider at the bottom of the menu to reach all of the tabs.) To see the effect that a
setting has on the firework, click the Preview button. To make the changes permanent, click Apply.
You can collapse a tab by clicking the minus sign to the left of its name. The minus will turn into a plus which you can
then use to expand the tab:
The Rest of This Guide
The next few chapters in this guide introduce you to the tabs that are presented in the FINALE Firework Design menu
and step you through the process of designing a variety of firework effects. The final chapter is a reference guide that
provides detailed information about each of the firework design options that you’ll be using.
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2 Creating a Comet
In this chapter we’ll step through some very basic modifications in order to create a simple comet that paints a single
white steak that shoots straight up, reaches its apex, and then dies as it falls. As we create this effect, we’ll introduce
most of the firework customization tabs and define some of the terms that we’ll be working with throughout these
tutorials.
Firework
The Firework tab lets you name your firework, and set its caliber and prefire time:
Name. You can name the firework anything you like, but you mustn’t use accented or other special characters.
Caliber. The larger the caliber, the bigger the effect. You can adjust if you like, but since we’re only creating a
single firework (and so there will be nothing to compare it to), the default is fine.
Prefire is the duration between launch and explosion. We’ll talk about this more later. For now, leave it at its
default setting, 0.0. This tells FINALE to choose a value for you.
Launch salvo
The Launch salvo tab sets the density of the launch—how many projectiles are launched and the distribution of angles
and velocities:
Uncheck the Is mine checkbox. This will configure the firework so that it only launches a single projectile. It also
tells FINALE to ignore the Mine thickness setting (which would otherwise set the number of projectiles that
comprise the firework).
The Cone angle is the angle across which the mortar launches are randomly distributed. (The “cone”, here, refers to
the shape of the distribution—it isn’t a term that identifies some aspect of a firework, such as tip or star.) Since we
want our comet to go straight up, we set the angle to 0.0. (Note that the HBO43 firework template doesn’t let you
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set a specific launch angle other than straight up, although we’ll modify this proscription a bit when we get to
multishot fireworks.)
Set the Speed Range to 1.0. We’ll discuss this attribute later.
Shell
In pyrotechnic terms, a comet isn’t a shell (and a fountain, which we’ll get to later, even less so). Nonetheless, the term
is useful as way to represent the velocity, angle, density, and other aspects of the projectile part of a firework.
The Shell tab sets the initial characteristics for the firework’s projectiles:
The Longevity slider adjusts the duration of the comet’s travel (without increasing its velocity). A setting of 1.0
tells FINALE to choose a duration based on the mortar caliber and other physical properties such that the comet
dies just as its reaching its peak. We want our comet to fall back to earth a bit, so we’re going to turn Longevity up
to 2.25. This might seem like quite an increase—two-and-a-half times the “natural” duration—but if you consider
that the comet shoots up much faster than it falls down (and spends a fair bit of time at the apex), it’s actually not
that much.
Abridgement adds some randomness to the timing of a multishot firework. Since our comet is single-shot, we’ll set
the parameter to 0.
A report is a bright, violent explosion. We aren’t using a report in our comet, so uncheck the Has report checkbox.
Giving the comet a tip causes the projectile to glow. We’re going to use the tip to simulate the comet’s star, so
make sure Has tip is checked.
Shell Tip
The Shell tip menu sets the tip’s attributes:
Color. In the color picker, reduce the saturation to 0.0 and increase the brightness to 1.0. This will create a bright
white tip, regardless of the hue setting.
Scale. This sets the size of the tip glow. We’ll set the value to 1.0; this denotes the glow’s “natural” size, based on
the mortar caliber and other physical properties that are automatically simulated. .
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Begin and End. These set the tip’s start and end points as positions along the shell’s trajectory. By setting Begin to
0.0 and End to 1.0, we cause the tip to become visible immediately after launch, and endure until the comet’s
pyrotechnic composition is exhausted.
Shell Tail
We want to add a tail to our comet, so we have to set the Shell Tail parameters:
Tail effect. This sets the quality of the tail. We’ll use a Thin tail.
Color. Again, set the saturation to 0.0 and the brightness to 1.0. This will create a bright white tail.
Begin and End. As we did with the tip, we’ll set these to 0.0 and 1.0—we want the tail to be visible along the entire
trajectory.
Shell Burst
The shell burst is the point where the shell explodes and emits stars. To turn off the burst, which is what we want,
make sure the No. of stars parameter is set to 0:
Star, Star tip, Star tail, and Report
Since we don’t have stars (in the sense of an object that’s projected when the shell bursts) or a report, we can skip
these tabs.
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Cycle and Multicycle
A cycle is a series of launch salvos that are spread across time, and a multicycle is a series of cycles. We’re creating a
single-launch effect, so set Cycle > No. of events and Multicycle > No. of cycles to 1. We’ll also set the Cycle > Pattern to
Straight up—we want our comet to be launched straight up into the sky:
Viewing the Comet
We’re done. Click the Preview button and you’ll see the comet (shown here in a single midlife shot, and then in
timelapse):
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3 Comet Variations
In this chapter, we’re going to modify our comet to create a single-shot candle, a Roman candle, and then add motion
to our creation so it fans across the sky.
Single-shot Candle
The candle is shot straight up leaving a tail. Halfway through the candle’s life, the tail ends and a star emerges. To
produce this effect, we need to adjust the tail and tip times.
Go to the Shell tip tab and set the Begin and End sliders to 0.5 and 1.0, respectively: This setting means that the tip will
appear halfway up the trajectory and will continue to the end.
Now set the Begin and End in the Shell tail tab to 0.0 and 0.45. The tail will start from the ground and will disappear just
before the tip emerges, leaving a small gap between the tail and the tip.
To make the effect more visible, we’ll set Shell tail > Tail effect to Thick, and use the Shell tail > Color color picker to set
the tail to gold.
One more thing: We don’t want the candle to droop at the end, so go to the Shell tab and set Longevity back to 1.0.
When you’re done, the candle should look like this (in sequence over time):
Roman Candle
To create a Roman candle, we’ll declare that we want five iterations of our simple candle spaced equally in time. There
are two ways to do this: We can create five “cycles” of a single event, or we can create a single cycle that contains five
events. We’re going to take the second approach.
Go to the Cycle tab, and…
Set the number of events per cycle to 5.
Set the seconds between cycles to 0.5.
Select Straight up from the Pattern menu.
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Open the Multicycle tab and make sure No. of cycles is set to 1:
For this effect, we want to see a bit more of the stars and less of the tail, so we’ll set the tail’s Begin and End to 0.0 and
0.25, and the tip’s Begin and End to 0.25 and 1.0. To vary things a bit, we’ll also set the tip color to bright green, and set
the tail effect to Glitter. A glitter tail is about the same size as the thin tail, but there’s more variation in the size,
brightness, and duration of the sparks.
Our candle will now launch five bright green stars at half-second intervals:
The Fan
Finally, we’re going to modify the Cycle settings so the candle swings from left to right as it produces stars. To create
this effect, we…
Choose Fan left to right from the Pattern menu.
We want more stars for this effect, so we also set the number of events to 15:
We’ll leave the Fan angle as it is (120 degrees).
For variety, we’ll set the Shell tail effect back to Thick and bump the End of the tail to 0.75 in order to produce a more
regular, visible tail. We also change the Shell tip color to red and the Shell tail color to blue
When we view the firework, we see a series of stars launched in half-second intervals starting from 60 degrees left of
center and ending at 60 degrees right of center:
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4 Firework Design Reference
This chapter lists and describes the options that are presented in the Firework Design tabs.
Firework
The Firework tab sets some basic attributes of your firework
Name Control Default Value
Name Text “hbo43”
The name of the firework as it’s displayed to the user. You’ll definitely want to provide your own name—the
default is the name of the underlying template. The name mustn’t contain accented characters or any other
formatting. The text field only accepts simple ASCII strings.
Caliber Menu 3 inch
The caliber of the launching device—the mortar, fountain, mine, and so on. (We’ll use “mortar” as a catchall).
The menu provides options that let you choose from among a dozen industry-standard sizes, from 1 inch to 10
inches.
Caliber affects (or influences) almost all aspects of a firework—it’s size, velocity, and duration, in particular. It
also indirectly influences the velocity of the stars that a shell produces. The two things that caliber doesn’t affect
are star tip size and report size. These are set by, respectively, Star tip > Scale and Report > Scale (only). As you
select bigger or smaller Caliber settings, you may also want to increase or decrease the scale of the star tips and the
report.
Prefire Slider [0.0, 10.0] 0.0 (automatic)
Prefire is the amount of time, in seconds, between the launch and the burst of a firework. The value you set here is
used to place the “blip” that represents, on the timeline, the firework’s burst; it doesn’t affect the firework’s
composition or visual effect.
If you set Prefire to 0.0, FINALE will compute the prefire time for you, based on the firework’s caliber, duration,
and type. For fireworks created from HBO43, the computed prefire time is (always) about a third of a second,
even if the firework that you’re creating contains stars.
Launch salvo
The Launch salvo parameters define the attributes of the firework’s launch, such as the number of projectiles (shells,
sparks, stars) that are launched at a time, their velocities, and the breadth of their distribution.
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Name Control Default Value
Is mine Checkbox checked
If this checkbox is checked, the firework behaves like a mine in that it can launch more than one projectile. The
number of projectiles is controlled by the Mine thickness slider.
If the checkbox is unchecked, the firework will only launch one projectile, regardless of the Mine thickness
setting.
Mine thickness Slider [0.0, 5.0] 1.0
If Is mine is checked, this slider controls the number of projectiles that are launched during a single launch event.
If you want a single projectile, set the slider to 0.0. Greater values increase the count. The maximum value
produces about 200 projectiles per event.
If Is mine is unchecked, the Mine thickness slider is ignored and the firework launches a single projectile.
Cone angle Slider [0.0, 45.0] 20.0
The cone angle is the angle across which the projectiles in a single launch event are randomly distributed. By
default, the center of the angle is straight up.
If you’re using a fan pattern in a multishot firework, you’ll probably want to drastically reduce the cone angle so
that you don’t spoil the effect of the pattern.
Speed range Slider [0.0, 1.0] 1.0 (automatic)
By default, the velocity with which a projectile is launched is set by its mortar’s caliber (and some other physical
properties). The Speed range slider lets you add some randomness to this default velocity. As you increase the
value the range of velocities widens, but it’s always less than the default velocity. For example, let’s say you’re
using a 10” mortar that creates a default (initial) velocity of 400 ft/sec. If you set the Speed range to 0.0, all
projectiles will emerge with the same initial velocity (400 ft/sec), and will travel the same distance. If you set the
Speed range to 0.5, each projectile will emerge with an initial velocity that’s somewhere between 200 and 400
ft/sec, with similarly shortened paths.
The default slider value, 1.0, is special: It tells the program to select a physically reasonable—but fairly small—
range of velocities.
Shell
The Shell parameters define the basic attributes of a firework, such as its duration, and whether it’s accompanied by a
report. More detailed attributes are provided through the Shell burst, Shell tip, Shell tail, and Report tabs.
Strictly speaking, some fireworks, such as fountains and gerbs, don’t have shells. Nonetheless, the parameters you set
here apply to all projectiles.
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Name Control Default Value
Longevity Slider [0.0, 5.0] 1.0
Sets the amount of time between the shell’s launch and its burst (or, more accurately, the point at which it has
exhaused its composition). The slider value isn’t an amount of time in seconds: It’s a scaler on the firework’s
“natural” duration, which is determined by its caliber, speed, and other factors. Thus, if you set the slider to 0.5,
the duration for a given shell will be half as long as the duration for the same type of shell with the slider set to
1.0. The natural duration causes the shell to burst right about the time it has reached its apex. If you want it to
burst while it’s still travelling up, decrease the longevity. If you want it to start to fall back to earth, decrease it.
Abridgment Slider [0.0, 1.0] 0.0
Abridgment adds a bit of randomness to the shell’s duration. By default (with a setting of 0.0), there’s no
randomness—all shells that are fired in a single event will burst at (approximately) the same time (as set through
the Longevity slider). As you increase the Abridgment value, you reduce the duration range. A setting of 0.1 means
that a shell may burst at any time after 9/10ths of the shell’s duration has expired.
The Abrigment setting never increases a shell’s duration so that it lasts longer than the Longevity setting—it can
only decrease it.
Has tip Checkbox checked
Has report Checkbox unchecked
These two checkboxes determine whether or not the firework has a tip and a report, respectively. The tip and
report attributes are set in the Shell tip and Report tabs. Note that shells and stars use the same Report settings.
Shell tip
The tip of a shell is its leading edge. The tip can begin “glowing” as soon as the shell is launched and can continue
through the shell’s duration, ending at the burst point. You make the tip visible by checking the Shell > Has tip
checkbox. You then set the tip’s attributes through the parameters in this tab.
A starburst filter is applied to the tip’s glow.
Name Control Default Value
Color Color picker Bright white
Sets the tip’s color.
Scale Slider [0.0, 5.0] 1.0
Sets the size or magnitude of the tip’s glow. The default value, 1.0, is the “natural” magnitude, based on the
Fireworks > Caliber setting. Other values act as scalers on this magnitude: 0.5 makes the tip half as large; 2.0 makes
it twice as large.
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Name Control Default Value
Begin Slider [0.0, 1.0] 0.0
End Slider [0.0, 1.0] 1.0
These two sliders determine the points, along the shell’s trajectory, at which the tip starts and stops glowing. The
default settings mean that the tip starts glowing as soon as the shell is launched, and it disappears when the shell
bursts. Settings of 0.25 and 0.75 (for example) would start the glow a quarter of the way along the trajectory and
extinguish it a quarter of the way from the burst.
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.
Shell tail
A shell’s tail is the trail of glowing particles that it leaves behind after it’s launched and lasting until it bursts. You
make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the tail’s other
attributes through the rest of the parameters.
Name Control Default Value
Tail effect Menu No tail
Lets you choose the type of tail you want the shell to display:
No tail. Use this effect to turn off the tail.
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.
Thick. This is the same as Thin but there are more particles, and they trace a wider path.
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation in
particle and brightness gives the tail a glittery or twinkling effect.
Color Color picker White
Sets the tail’s color.
Begin Slider [0.0, 1.0] 0.0
End Slider [0.0, 1.0] 1.0
These two sliders determine the points, along the shell’s entire trajectory, at which the tail starts and stops. The
default settings mean that the tail is drawn from the moment the shell is launched until itbursts. Settings of 0.25
and 0.75 (for example) would draw a tail that lasts from a quarter of the way along the trajectory to a quarter of the
way from the burst.
The End value must be greater than the Begin value; if it isn’t, the tail won’t appear.
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Shell burst
The Shell burst parameters set some basic attributes of the stars that emerge when the shell bursts (or “breaks”).
Further star attributes are set in the Star, Star tip, and Star tail tabs.
Name Control Default Value
No. of Stars Slider [0, 100] 0
The number of stars that each shell contains. When the shell bursts, the stars are thrown in random directions
away from the shell, creating a peony effect. If you set No. of stars to 0, the shell won’t throw any stars, and the
Star tabs, mentioned above, won’t have any effect.
Burst scale Slider [0.0, 2.0] 1.0
The power with which the stars break from the shell. 1.0 is the shell’s “natural” burst power, based on the caliber
of the shell and other physical properties. Other values are applied as scalers on the natural power: 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 that there’s virtually
no power—the stars fall out of the break with very little outward momentum.
Note that the Burst scale setting affects the sound volume of the report. If you want to create a weak shell with a
loud report, you have to increase the Report > Loudness setting.
Star
A star is created when particles of pyrotechnic composition material are ignited and emitted by a bursting shell. The
Star parameters define the basic attributes of a star, such as its duration, and whether it’s accompanied by a report.
Other star attributes are provided through the Star tip, Star tail, and Report tabs. Note that a star’s velocity (but not its
duration) is affected by the Star burst > Burst scale setting.
The parameters in the Star tabs are similar, in name and function, to those in the Shell tabs. Note, however, that unlike
for shells, there’s no “burst” tab for stars (i.e., there’s no “Star burst” tab). The stars that are defined by HBO43 can’t
burst into other stars. Also, an HBO43 star has only one color.
Name Control Default Value
Longevity Slider [0.0, 5.0] 1.0
Sets the amount of time between the star’s emergence from the bursting shell and the time that its composition
material is exhausted. The Longevity setting is a scalar on the star’s “natural” duration, which is determined by the
shell’s caliber and other built-in physical simulated factors. Thus, if you set the slider to 0.5, the duration for a
given star will be half as long as the duration for the same type of star with the slider set to 1.0.
When we looked at the Shell burst > Longevity setting, we pointed out that the “natural” duration is approximately
the time that the shell reaches its apex. The same is analogously true of a star’s longevity—the natural duration is
about the time gravity kicks in. But it’s only true if the shell’s burst scale (the Shell > Burst scale parameter) is set
to 1.0. For example, if the shell burst scale is decreased, the stars will “droop” even if Longevity is set to 1.0.
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Name Control Default Value
Abridgment Slider [0.0, 1.0] 0.0
Abridgment adds a bit of randomness to the star’s duration. By default (with a setting of 0.0), there’s no
randomness—all stars that are fired in a single event will burn out at (approximately) the same time (as set
through the Longevity slider). As you increase the Abridgment value, you reduce the duration range. A setting of
0.1 means that a star may die out at any time after 9/10ths of its duration has expired.
The Abrigment setting never increases a star’s duration so that it lasts longer than the Longevity setting—it can
only decrease it.
Has tip Checkbox unchecked
Has report Checkbox unchecked
These two checkboxes determine whether or not the firework has a tip and a report, respectively. The tip and
report attributes are set in the Star tip and Report tabs. Note that shells and stars use the same Report settings.
Star Tip
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 emerges and
can continue through the star’s duration. You make the tip visible by checking the Star > Has tip checkbox. You then
set the tip’s attributes through the parameters in this tab.
A starburst filter is applied to the tip’s glow.
Name Control Default Value
Color Color picker White
Sets the tip’s color.
Scale Slider [0.0, 5.0] 1.0
Sets the size or magnitude of the tip’s glow. Unlike a shell tip, a star tip doesn’t have a “natural” size that’s based
on the Fireworks > Caliber setting. As you select larger or smaller caliber settings, you’ll probably want to increase
or decrease the value of this parameter.
Begin Slider [0.0, 1.0] 0.0
End Slider [0.0, 1.0] 1.0
These two sliders determine the points, along the star’s trajectory, at which the tip starts and stops glowing. The
default settings mean that the tip starts glowing as soon as the star emerges from the shell, and it disappears when
the star dies. Settings of 0.25 and 0.75 (for example) would start the glow a quarter of the way along the trajectory
and extinguish it a quarter of the way from the burst.
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.
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Star Tail
A star’s tail is the trail of glowing particles that it leaves behind after it’s emerged from its shell, and lasting until it
dies. You make the tail visible by setting the Tail effect, below, to something other than No tail. You can then set the
tail’s other attributes through the rest of the parameters.
Name Control Default Value
Tail effect Menu No tail
Lets you choose the type of tail you want the shell to display:
No tail. Use this effect to turn off the tail.
Thin. The particles are equally-spaced along the trajectory, and are of the same brightness and duration
(although with some randomness thrown in). The particles stay fairly close to the path of the trajectory.
Thick. This is the same as Thin but there are more particles, and they trace a wider path.
Glitter. The glitter tail is like the Thick tail, but with the randomness turned up. The increased variation in
particle and brightness gives the tail a glittery or twinkling effect.
Color Color picker Red
Sets the tail’s color.
Begin Slider [0.0, 1.0] 0.0
End Slider [0.0, 1.0] 1.0
These two sliders determine the points, along the star’s trajectory, at which the tip starts and stops glowing. The
default settings mean that the tip starts glowing as soon as the star emerges from the shell, and it disappears when
the star dies. Settings of 0.25 and 0.75 (for example) would start the glow a quarter of the way along the trajectory
and extinguish it a quarter of the way from the burst.
The End value must be greater than the Begin value; if it isn’t, the tip won’t appear.
Report
A report is an explosive device that creates a bright flash and a loud bang. A starburst filter is applied to the report’s
visual effect.
Name Control Default Value
Color Color picker Bright white
Sets the color of the report’s flash.
Scale Slider [0.0, 5.0] 1.0
Sets the size or magnitude of the report’s flash. Unlike other object, a report doesn’t have a “natural” size that’s
based on the Fireworks > Caliber setting. As you select larger or smaller caliber settings, you’ll probably want to
increase or decrease the value of this parameter.
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Name Control Default Value
Loudness Slider [0.0, 1.0] 1.0
Sets the volume of the report’s bang. The default setting, 1.0, creates a sound that’s considerably louder than the
sounds associated with launches and bursts.
Cycle
A cycle is a series of events that can be distributed in a pattern in the sky. Each event is a single performance of the
effect that’s defined by the previous tabs. The Cycle tab lets you set the number of events in a cycle, the amount of
time between events, and the pattern that the cycle of events creates. The next tab, Multicycle, lets you create a series of
cycles.
The entire performance, from the first launch until the moment of the last launch (including multicycle repetitions),
can last no more than 45 seconds. Because of this, the number of events and cycles that you can ask for may be less
than the maximum values that are proclaimed by the “number of X” sliders. The effect of the last event can stretch
beyond the 45-second barrier—it just has to be launched within 45 seconds of the first event’s launch.
Name Control Default Value
Events per cycle Slider [1, 100] 1
Seconds per event Slider [0.05, 5.0] 0.2
These two parameters set the number of events in a single cycle, and the amount of time, in seconds, between the
start times of successive events. By multiplying the seconds-per-event by the events-per-cycle (minus 1), you get
the duration of a single cycle.
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Name Control Default Value
Pattern Menu Curtain open
Fan angle Slider [0.0, 180.0] 120.0
These two parameters work together to create a “fan” effect over time by changing the angle of the launch of
successive events. The range or “pie wedge” of the fan is set by the Fan angle; the fan effect is defined by the
Pattern selection. There are nine effects:
Straight up. This turns off the fan pattern. All events are projected straight up. Note, however, that the Shell >
Cone angle is still applied; individual projectiles in an event are distributed randomly within the cone angle.
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
center, and successive events move in equal steps to the right, reaching the far right side of the Fan angle at
the last event. Again, the cone angle is applied around each step. If you’re using this pattern—or any of the
following patterns—you may want to set the Launch salvo > Cone angle value to 0.0 (or very close) so that
you don’t spoil the effect.
Fan right to left. This is the same as the above but moves right-to-left.
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
single cycle.
Fan right to left to right. This is the same as the above, but from right-to-left and back again.
Curtain open. In the curtain pattern, pairs of events are fired at the same time, one on the far left edge of the
Fan angle, and the other on the far right side. Successive events close the gap, and the final events are fired
(nearly) straight up. When you use a curtain pattern, you effectively double the Events per cycle setting.
Curtain close. The same as the above, but the curtain opensfrom the center to the extremes.
Curtain open and close. Events move twice as fast, opening and then closing the curtain.
Curtain close and open. The same as the above, but the curtain closes and then opens.
Keep in mind that in order to see the effect of the pattern, you must have multiple events within a cycle.
Multicycle
The Multicycle tab lets you declare the number of times you want to repeat the effect defined by the Cycle tab. It also
lets you impose a time delay between each cycle...
Name Control Default Value
No. of cycles Slider [1, 100] 1
Sets the number of cycles. Note that the upper limit, imposed by FINALE, may be less than 100—it depends on
the number and the timing of the events that you’ve requested in the Cycle tab, and the time between cycles that
you request by setting the next parameter. See the Cycle tab specification for more information.
Seconds between Slider [0.0, 30.0] 0.0
The amount of time, in seconds, between the end of one cycle and the beginning of the next.
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Name Control Default Value
Seconds before first Slider [0.0, 30.0] 0.0
An initial delay that’s imposed before the first cycle. Be aware that this delay does eat into the 45-second limit.