
You spent months (dare we say years) in design and execution of your fireworks show or pyromusical only to walk away with both pieces of the 18R2 you snapped in half mumbling something under your breath along the lines of "wtf...that doesn't look anything like it did in my sim"
Keep that chin up and go find a pen and your favorite stack of post-it notes. Bozie, AJ, and Jamie talk about different types of effects, their places within the pyromusical site picture, and the MONSTER importance of understanding HOW they behave so you can nail your site layout and create sims that arn't lying to you when you get to your site.
#Fireworks, #Pyromusical, #1.3G, #1.4G, #Finale3D, #ShowSim, #FWsim, #Depence R3
Version: 20241125
Comments (5)
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Sooo first time caller long time listener here..what does that even mean. Future no sleeves son n law...
Sunday Jul 30, 2023
Innntterresting...it wouldn’t surprise at all if AJ ignored that official instruction from the Sky Wars authorities. 🤣
Sunday Jul 30, 2023
Nice Jim! The best foundation from which to build on almost always begins with the quality of the sims you’re using in your design software. The factory libraries are ”ok”. The closet to field accurate I’ve found in that lot is ShowtimeFX’s. Beyond that, completely custom libraries based on current mfg batch burn times are almost always the best representation of IRL performance.
Sunday Jul 30, 2023
Great topic guys. I’ve thought so much about this exact subject this week while scripting the NA for Sky Wars. Blowing the doors off with 50 total positions and several hundred single shots. The sim looks great but yes will it be the same when it shoots. Breaking a lot of rules to come up with a completely different version or concept of the NA which we’ve all seen and heard a million times. Now you have me worried about how realistic my sim actually is.
Saturday Jul 29, 2023
Was told this year for sky wars I could go 300 ft with 30% on the ends
Saturday Jul 29, 2023
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