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FINALE Fireworks User Guide

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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 />

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