Corey watched through the animation and collected foley sound effects as well as made sound effects that fit each character. The Bounty Hunter is stoic and silent, so he only got a few sound files worth of effort sounds. The Bartender is louder, more extroverted and volitile, so he got many more files of speaking, screaming and effort noises. The drunk is disorientated and inebriated, not able to keep certain thoughts inside his head, so he had a broader range of expression: gasps of shock or awe, mischievous chuckles and frurstration as well as his own effort sounds.
One of the notes we had for the music from the tutors in April was that the change between the two music tracks was jarring, and what would happen in a star wars or western movie to change the music would be more in-universe, for example a stray bottle hitting a jukebox that starts the music. Since we didn’t have time to model a jukebox, I decided to leave that to the side for the moment and focus on the animation.
I had the responsibility of editing the sound fx, music and animation together in Davinci Resolve, but I decided to leave that until we had the final renders so I wouldn’t have to redo anything if something in the animation changed.
I spent Easter doing touch-ups and finalisation to the animation–fixing clipping or any clunky movements, or if that wasn’t possible, finding a way to hide them.
I used the focus on the camera to blur the background in shots that involved the Bounty Hunter walking, since I couldn’t properly fix it. This at least took some of the viewer’s focus off of his more janky movements. I also cut down a shot that involved him giving the Drunk his drink to walking off-camera, to just the BH giving the bottle and cutting to the Drunk drinkning it.
I removed the ‘slow motion’ section of the chandelier falling as Mike had noted the whole falling section took too long.
I also redid the falling animation in the last shot, using myself as a reference.
(before)
Screen Recording 2025-05-11 at 6.23.31 pm
(after)
Screen Recording 2025-05-11 at 6.21.47 pm
I think the second version is much more human and includes more follow-through than the original.
However, the change to the ending that I had made in April meant that I now had two bottles to smash, and I wasn’t sure how. Chris, who had long since left the group, had been the one doing bottle smash simulation research, and in the rush to complete his work, I completely forgot about it. Mike reccommened keyframing the smash via cutting out the pieces with the knife tool, but I wasn’t entirely sure how that would work.
I used this video to help:
https://www.youtube.com/watch?v=BGYBGbM6xtY
It teaches how to break a bottle with the Cell Fracture add-on, then simulate it crashing. I couldn’t get the simulation part to work, and I still don’t understand why, but once I used Cell Fracture to break the bottle up into believable shards, I simply animated each one by hand, which didn’t take long as I had previously semi-hidden the bottles behind the Drunk so I had a wider margin of error. It ended up working very well, except for the fact that I didn’t have the time to add a reflective puddle to have as the beer that spilled.
The last piece of animation special effects was the laser shot, which Corey taught me. It was simple and effective, with some transparency and a light that took only a few mintues to do.
We only had a little time left for rendering, so Corey and I both rendered the viewport animation in pngs. This meant that while our renders looked the same, they were brighter than Ingrid’s. I’m not sure of the exact reason, but it was something I was able to fix in editing, as well as adding all the sound effects, a few visual effects, editing some clips to be slower and adding the credits at the end.
FINAL ANIMATION:
https://drive.google.com/file/d/1quKT5-8pAUNpSBFhdsn9nYR7u_O2Y1-0/view