the cutting room mirror

Removed Link Animations

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This is a sub-page of Development:The Legend of Zelda: Ocarina of Time.

All 129 of these previously-unseen animation filenames were found in z_ocarina2/src/z_player_shape.h. It's likely that these text references are all that remains of them. See Unused Link Animations for unused animations that were still included in the retail version of Ocarina of Time.

  • Inc. - This column indicates whether or not the SoftAnimTblRomTrsInfo file was commented out or included in z_player_shape.h.
    • Many files that are included in this file are nonetheless absent from the final game.
  • [Duplicate] - For some reason, this filename appears twice in z_player_shape.h.

(Source: Translation - GlitterBerri)

Cutscene Animations#

Inc.

Filename

Translation

Notes

✔

clink_demo_Tbox_open

Child Link - Cutscene - Treasure Chest - Open

[Duplicate]

✔

demo_box_DDbox

Cutscene - Chest - DD Chest

Anchor Animations#

Inc.

Filename

Translation

Notes

✔

link_anchor_bom_side_putL

Link - Anchor - Bomb - Side - Put (Left)

✔

link_anchor_bom_side_putR

Link - Anchor - Bomb - Side - Put (Right)

✔

link_anchor_brakeR_end

Link - Anchor - Break (Right) - End

✔

link_anchor_Lpower_jump_kiru_endR

Link - Anchor - Long (Power) - Jump - Slash - End (Right)

✔

link_anchor_Lpower_kiru_wait_endR

Link - Anchor - Long (Power) - Slash - Wait - End (Right)

✘

link_anchor_normal_kiru_endR

Link - Anchor - Normal - Slash - End (Right)

✔

link_anchor_u_turnR

Link - Anchor - U-Turn (Right)

✘

link_anchor_waitL_jump

Link - Anchor - Wait (Left) - Jump

✘

link_anchor_waitR_jump

Link - Anchor - Wait (Right) - Jump

Fighter Animations#

Inc.

Filename

Translation

Notes

✘

link_fighter_comboA_1st_end

Link - Fighter - Combo A - 1st - End

✘

link_fighter_comboA_1st_end_long

Link - Fighter - Combo A - 1st - End - Long

✘

link_fighter_comboA_2nd_end

Link - Fighter - Combo A - 2nd - End

✘

link_fighter_comboA_2nd_end_long

Link - Fighter - Combo A - 2nd - End - Long

✘

link_fighter_comboA_3rd_end

Link - Fighter - Combo A - 3rd - End

✔

link_fighter_comboA_3rd_end_long

Link - Fighter - Combo A - 3rd - End - Long

✘

link_fighter_comboA_ALL

Link - Fighter - Combo A - All

✘

link_fighter_comboA_ALL_long

Link - Fighter - Combo A - All - Long

✔

link_fighter_jump_kiru

Link - Fighter - Jump - Slash

[Duplicate]

✘

link_fighter_jump_kiru_end

Link - Fighter - Jump - Slash - End

✘

link_fighter_jump_kiru_landing

Link - Fighter - Jump - Slash - Landing

✘

link_fighter_normal2fighter_long

Link - Fighter - Normal 2 Fighter - Long

✔

link_fighter_power_kiru_side_walk

Link - Fighter - Power - Slash - Side - Walk

[Duplicate]

✔

link_fighter_power_kiru_start

Link - Fighter - Power - Slash - Start

[Duplicate]

✔

link_fighter_power_kiru_wait

Link - Fighter - Power - Slash - Wait

[Duplicate]

✔

link_fighter_power_kiru_wait_end

Link - Fighter - Power - Slash - Wait - End

[Duplicate]

✔

link_fighter_power_kiru_walk

Link - Fighter - Power - Slash - Walk

[Duplicate]

✘

link_fighter_power_kiruA

Link - Fighter - Power - Slash A

✔

link_fighter_running_kiru

Link - Fighter - Running - Slash

✔

link_fighter_running_kiru_long

Link - Fighter - Running - Slash - Long

✘

link_fighter_side_kiruL

Link - Fighter - Side - Slash (Left)

✘

link_fighter_side_kiruR

Link - Fighter - Side - Slash (Right)

✔

link_fighter_u_turn

Link - Fighter - U-Turn

✔

link_fighter_u_turn_kiru

Link - Fighter - U-Turn - Slash

✔

link_fighter_u_turn_kiru_end

Link - Fighter - U-Turn - Slash - End

✘

link_fighter_wait_kiru

Link - Fighter - Wait - Slash

Magic Animations#

Inc.

Filename

Translation

Notes

✔

link_magic_hikari1

Link - Magic - Light 1

✔

link_magic_hikari2

Link - Magic - Light 2

✔

link_magic_hikari3

Link - Magic - Light 3

✔

link_magic_koori1

Link - Magic - Ice 1

✔

link_magic_koori2

Link - Magic - Ice 2

✔

link_magic_koori3

Link - Magic - Ice 3

✔

link_magic_tame_sidewalk

Link - Magic - Charge - Side Walk

✔

link_magic_tame_sidewark

Link - Magic - Charge - Side Wark

✔

link_magic_tame_wait

Link - Magic - Charge - Wait

✔

link_magic_tame_walk

Link - Magic - Charge - Walk

✔

link_magic_tame_wark

Link - Magic - Charge - Wark

✔

link_magic_yami1

Link - Magic - Shadow 1

✔

link_magic_yami2

Link - Magic - Shadow 2

✔

link_magic_yami3

Link - Magic - Shadow 3

Normal Animations#

Inc.

Filename

Translation

Notes

✔

link_normal_180_turn

Link - Normal - 180 - Turn

✔

link_normal_180_turn_free

Link - Normal - 180 - Turn - Free

✘

link_normal_250step_up

Link - Normal - 250 Step - Up

✔

link_normal_90_turn

Link - Normal - 90 - Turn

✔

link_normal_90_turn_free

Link - Normal - 90 - Turn - Free

✔

link_normal_bom_back_put

Link - Normal - Bomb - Back - Put

✔

link_normal_bom_back_walk

Link - Normal - Bomb - Back - Walk

✔

link_normal_bom_put

Link - Normal - Bomb - Put

✔

link_normal_bom_put_run

Link - Normal - Bomb - Put - Run

✔

link_normal_brake

Link - Normal - Break

✔

link_normal_brake_end

Link - Normal - Break - End

✔

link_normal_brake_end_free

Link - Normal - Break - End - Free

✔

link_normal_brake_free

Link - Normal - Break - Free

✔

link_normal_carryA

Link - Normal - Carry A

✔

link_normal_carryA_wait

Link - Normal - Carry A - Wait

✔

link_normal_comeback

Link - Normal - Comeback

✔

link_normal_defense_ALL

Link - Normal - Defence - All

✔

link_normal_dieA

Link - Normal - Die A

✔

link_normal_GoToHeaven

Link - Normal - Go to Heaven

✔

link_normal_Lturn_run_free_Q

Link - Normal - Left Turn - Run - Free - Q

✔

link_normal_Lturn_run_Q

Link - Normal - Left Turn - Run - Q

✔

link_normal_M180_turn

Link - Normal - M180 - Turn

✔

link_normal_M180_turn_free

Link - Normal - M180 - Turn - Free

✔

link_normal_M90_turn

Link - Normal - M90 - Turn

✔

link_normal_M90_turn_free

Link - Normal - M90 - Turn - Free

✔

link_normal_normal2fighter_wait

Link - Normal - Normal 2 Fighter - Wait

✔

link_normal_pierce_kiru

Link - Normal - Pierce - Slash

✔

link_normal_reed_blow

Link - Normal - Reed - Blow

✔

link_normal_reed_start

Link - Normal - Reed - Start

✔

link_normal_Rturn_run_free_Q

Link - Normal - Right Turn - Run - Free - Q

✔

link_normal_Rturn_run_Q

Link - Normal - Right Turn - Run - Q

✔

link_normal_talk_free

Link - Normal - Talk - Free

[Duplicate]

✔

link_normal_u_turn

Link - Normal - U-Turn

✔

link_normal_waitB

Link - Normal - Wait B

Swimmer Animations#

Inc.

Filename

Translation

Notes

✔

link_swimer_backturn_swim

Link - Swimmer - Backflip - Swim

✔

link_swimer_u_turn_swim

Link - Swimmer - U-Turn - Swim

Horse Animations#

Inc.

Filename

Translation

Notes

✔

link_uma_long_fastrun

Link - Horse - Long - Fast Run

✔

link_uma_long_fastrun_shoot

Link - Horse - Long - Fast Run - Shoot

Wait Animations#

Inc.

Filename

Translation

Notes

✔

link_waitF_pointA1_20f

Link - Wait (Free) - Point A1 - 20F

✔

link_waitF_pointA2_20f

Link - Wait (Free) - Point A2 - 20F

✔

link_waitF_typeE_20f

Link - Wait (Free) - Type E - 20F

Motion Capture Animations#

In an interview with developers such as Shigeru Miyamoto (Mr. M.) and Giles Goddard (GG) that appeared in the July, 1998 issue of Nintendo Power (NP), Miyamoto mentions the following regarding the use of motion capture to create the game's animations.

Mr. M.: [...] I'd also like to talk a bit more about a technical issue. I think the use of realtime cinema scenes is something we really haven't seen much of before.

GG: FMCG.

NP: What's that stand for?

GG: Full Motion Computer Graphics. I named it.

Mr. M.: We used motion capture technology for the FMCG to capture more realistic movements such as Link mounting his horse. We had to make a mock horse in our studio.

NP: So you had to create a motion capture studio?

Mr. M: Yes. Actually, we rebuilt it several times. Did you see the treasure box opening in the demo game? We also captured the box opening using a real treasure box.

NP: Who played as Link?

Mr. M: It was a professional actor, although not a famous one. We also hired professional action stunt men to capture Link's sword fighting. There is a famous Universal-Studio-type amusement facility in Kyoto called Eiga Mura. Movie Village. We hired a professional Samurai sword-stunt actor from there.

If MC stands for "motion capture", the cryptically-named animations below may be remnants of this process.

Inc.

Filename

Translation

Notes

✘

link_mc1_aa1_1

Link - Motion Capture 1 - AA1 - 1

✘

link_mc1_aa8_1

Link - Motion Capture 1 - AA8 - 1

✘

link_mc1_b1

Link - Motion Capture 1 - B1

✘

link_mc1_b10

Link - Motion Capture 1 - B10

✘

link_mc1_b14_1

Link - Motion Capture 1 - B14 - 1

✘

link_mc1_b15

Link - Motion Capture 1 - B15

✘

link_mc1_b2

Link - Motion Capture 1 - B2

✘

link_mc1_b3

Link - Motion Capture 1 - B3

✘

link_mc1_b4

Link - Motion Capture 1 - B4

✘

link_mc1_b7

Link - Motion Capture 1 - B7

✘

link_mc1_b9

Link - Motion Capture 1 - B9

✘

link_mc1_bb14_2

Link - Motion Capture 1 - BB14 - 2

✘

link_mc1_bb6_2

Link - Motion Capture 1 - BB6 - 2

✘

link_mc1_c1_4

Link - Motion Capture 1 - C1 - 4

✘

link_mc1_c3_2

Link - Motion Capture 1 - C3 - 2

✘

link_mc1_c3_3

Link - Motion Capture 1 - C3 - 3

✘

link_mc1_wark_1roop

Link - Motion Capture 1 - Walk - 1 Loop

✘

link_mc1_wark_1roop2

Link - Motion Capture 1 - Walk - 1 Loop 2

✘

link_mc1_wark_end

Link - Motion Capture 1 - Walk - End

✘

link_mc1_wark_start

Link - Motion Capture 1 - Walk - Start

✘

link_mc2_d_1_test

Link - Motion Capture 2 - D - 1 - Test

Inc.

Filename

Translation

Notes

✘

mc1_aa5_2

Motion Capture 1 - AA5 - 2

✘

mc1_b11_1

Motion Capture 1 - B11 - 1

✘

mc1_c2_3

Motion Capture 1 - C2 - 3

✘

mc1_cc11_1

Motion Capture 1 - CC11 - 1

✘

mc1_cc11_2

Motion Capture 1 - CC11 - 2

Unsorted#

Inc.

Filename

Translation

Notes

✘

link_h_fr

Link - H - FR

✘

link_h_wait

Link - H - Wait

✘

link_h_wait2

Link - H - Wait 2

✘

link_h_wait3

Link - H - Wait 3

✘

link_h_wark

Link - H - Walk

✔

link_hook_shot

Link - Hook - Shot

✘

link_hr

Link - HR

✘

link_jyouba01

Link - Mount 01

✘

link_kaiten

Link - Spin

✘

link_kouba01

Link - Dismount 01

✔

link_yousei

Link - Fairy