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Unused Animations

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This is a sub-page of Plants vs. Zombies: Garden Warfare 2.

There are multiple animations that never show up in the final game (outside of when certain bugs are involved). Some related to unused weapons, other's could relate to weapons that don't exist entirely, and some... are interesting to say the least.

To do:
Add in all the unused animations that bosses have as well as other non-playable characters as there are quite a few of them

Unused Super Brainz Animations#

Super brainz has 2 animations that go unused that could've been for possible weapons that aren't present in the final game. Both can be seen under certain special mode circumstances and are rather, interesting.

SuperHero_Explode#

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An unused animation of Super Brainz charging up in some way, flying in the air a bit before going into a looping state where he is depicted screaming and trembling violently. The animation is named SuperHero_Explode internally. Can be seen by giving Super Brainz any All-star weapon, or any buff with Special Mode ID 4. When its in the intro state the animation supports turning in all directions, although once it reaches the looping state, it forces Super Brainz to face a locked direction and can no longer turn. Interestingly when existing the special mode, Sb makes exhausted sounds exactly the same as when using Turbo Twister.

HurricaneKick#

Another unused animation of Super Brainz. Its similar to the animation used by his Turbo Twister ability, though instead of swinging his fists around he raises his leg. Its either an early version of the turbo twister animation or meant for some sort of alternate twister ability where damage is dealt using his foot rather than his fists. Its special mode ID is 7, so it can be observed by making a weapon use that special mode, or giving Super Brains the Chompers Burrow ability. Does not have an intro so it instantly snaps to the looping animation, but it does have an outro. Interestingly this animation comes with a 45 degree angle version, similar to how heroic kick animations come with specific animations depending on the angle.

Unused Engineer animations#

Engineer has 3 unused animations, all of which are tied to certain weapons. They can be seen under the following circumstances.

Super Jump#

PVZGW2_UNUSEDANIM_ENGINEERJUMP.mp4

A leftover from GW1, This animation was likely not finished/properly set up given how the engineer becomes completely stuff compared to other super jump weapons, when the animation is active, it doesn't support turning, suggesting that AI using this weapon would've had a direction lock restriction. Resets to default animations when you jump. Can be observed by putting "EngineerJump" in his kit. Has a special mode ID of 19.

Zombot Drone idle#

PVZGW2_UNUSEDAMIN_ENGIEDRONEIDLE.mp4

This is actually his old animation that used to play whilst controlling the zombot drone. Its still in the Engineers asset banks although when enabling his zombot drone its set to use his bolt blaster animation instead, so you would have to set the special mode back manually. Its special mode ID is 25. The little joystick device was present in older builds of the game, though has since been removed.

Turret Place#

PVZGW2_UNUSEDANIM_ENGINEGW1TRAILER.mp4

This animation is used by the engineer's unused auto turret ability, although the animation has likely existed since the first game, given that its in the reveal trailer for the first game, so its likely a leftover from when he could place turrets.

All-Star Super Jump#

This animation depicts the all-star using his football cannon to propel himself high into the air!. Can be seen by putting "AI_AllStarJump" in his kit, which interestingly is supposed to be for the bezerker, so its possible it was considered for both of them at some point. Has a special mode ID of 19.

PVZGW2_UNUSEDAMIN_ALLSTARJUMP.mp4

Roadie Z#

PVZGW2_UNUSEDANIM_ROADIERELOAD.mp4

An unused animation for the Roadie Z variant. Can be seen by granting his weapon a defined ammo magazine, which suggests at one point he was supposed to operate on magazines instead of overheat. No sound plays with the animation.

Imp#

Imp has 2 unused animations, one from a special mode, and another... all the way from E3 that surprisingly wasn't removed!

Imp Sprint#

PVZGW2_UNUSEDANIM_IMPSPRINT.mp4

An unused animation for Imp where he spins. A strikingly similar animation would then be used in the next game for his sprint. Can be observed by giving the Imp any All-star Sprint tackle. Its special mode ID is 2.

E3 Mech Eject#

PVZGW2_UNUSEDANIM_IMPE3.mp4

Unused animation that was previously used back at Garden Warfare 2's E3 reveal in 2015 when Imp ejects out of his Z-mech towards the end of the showcase. Can be accessed by changing the root controller in his character blue print to use this ID "d8bba04e-d383-19f7-0000-000000000000".

Z-mechs#

The Z-mech has a surprising amount of animations that don't go unused in this game for one reason or another.

Tackle#

An unused tackle like animation for the regular Z-mech. Can be observed by giving it any all-star sprint tackle. Can support multiple directions interestingly enough so it possible was a form of dodging? Interestingly this animation can be seen being performed by the party mech in the trouble in zombopolis part 1 trailer.

PVZGW2_UNUSEDANIM_MECHTACKLE.mp4

Old Death#

Normally, Z-mechs just explode into pieces upon their death, though for the stock Z-mech (which also applies to the party and Wolf ones), removing various connections in his character file can make this old animation play instead, which was seen back when Popcap were showing off the 6 new classes for the game.

PVZGW2_UNUSEDANIM_ZMECHDEATHOLD.mp4

Crouch#

That's right. A crouch animation, in a shooter trilogy that has never allowed any of its cast to crouch at all. The Z-mech (and to the same extent, the party, Z7 and unused Wolf Mechs) has a crouch animation that can be played by modding in a keybind to enable crouching. The animation only works whilst stationary, no walking crouch animation exists. Likely the reason this animation exists is a possibility of allowing them to crouch due to their immense size.

PVZGW2_UNUSEDANIM_MECHCROUCH.mp4

Reload animations#

3 of the Z-mechs that operate based on overheat, actually do have a reload animation. The regular Z-mech's can be accessed by just granting its weapon ammo, though for Drake and Shrimp, there reload animation can only be accessed through changing the weapon state ID that the Pylon mech uses. None of the reloads have any sounds that play, although the stock Z-mech does have vfx that trigger when the animation starts.

Drake Mech#

This animation was likely abandoned before they could finish finalizing it, as the character model does not support turning whilst the animation is in play, that and the wings stop animating as well.

Shrimp Mech#

PVZGW2_UNUSEDANIM_SHRIMPMECHRELOAD.mp4

This animation was likely scrapped further into development as it supports full turning when playing.

Z-Mech#

PVZGW2_UNUSEDANIM_ZMECHRELOAD.mp4

Bezerker#

Bezerkers jump animation from GW1 is still present in this game, though it goes unused due to them being unable to properly activate their jump weapon.

PVZGW2_UNUSEDANIM_BEZERKERJUMP.mp4

Giga Torchwood#

This animation is what would have been used when he engaged his trample weapon, although with it being disabled, you would never see it normally without modding it back in, although animation can briefly be seen in game due to how quirky the AI can be when they go off screen. Also seems to be a reference to the Naruto run.

PVZGW2_UNUSEDANIM_GIGATORCHSPRINT.mp4

Gargantuar/Giga Gargantuar#

Super Jump#

Gargantuar's old super jump animations from the first game are still intact and within his assent banks, though go unused not only because of him now lacking the high jump behavior, but for some reason, the weapon that he normally uses to perform the jump no longer calls for the animation. So either its been disconnected and his blueprint can't access it, or its access has been misplaced when the game was rushed.

Garden Warfare 1 slam#

Like his super jump animation, his old slam from the first game is also still around. However, it now goes unused because Gargantuar uses a different slam animation in this game, which interestingly enough, the asset banks state that his new slam animation belongs to "HeroGarg". Whilst a bit of a stretch, its theorized that the regular gargantuar character blueprint was being used for testing the playable Gargantuars animations when his character was scrapped, but they never had time to swap him back over to his older animations.

PowerPole Sprinting#

Yes, this animation does suggest at one point in time, Giga Gargantuar was meant to actually sprint with the Power Pole weapon active. It most likely would've been used as a part of his bezerk state had Popcap actually finished it.

Hero_Garg#

Charge Locomotion#

This animation is most likely meant for the playable Gargantuar class that went scrapped in favor of the Hovergoat-3000. It goes by the internal name "HeroGarg_Loco_Charge_Enter" and it depicts him using the telephone pole as like a battering ram whilst he sprints forward, presumably for some kind of charge attack ability unique to him.

Taunt_01#

A taunt animation for the playable Gargantuar where he... gives himself a good scratch, lets leave it at that. Interestingly if you give ai Gargantuars the ability to taunt, he can perform this animation in game.

Infinity Mech Jumps#

In Infinity Time, normally the mech's are restricted and are nor permitted to jump at all. However, if one was to give them to ability to jump, they do in fact, have actual dedicated jump animations for each of them, so they likely had the ability at some point in the modes development before they were given the restriction.

Dino Mech Jump

PVZGW2_UNUSEDANIM_DINOJUMP.mp4

Cat Mech Jump

PVZGW2_UNUSEDANIM_CATJUMP.mp4

Gnome King#

This animation would have been used by the Gnome King when he used the Water Wheel weapon, though with the weapon not being in his kit and unused, you can never see it in-game. No sounds or VFX play when the animation is used. The entire vehicle spins when the animation plays.

PVZGW2_UNUSEDANIM_GNOMEKINGSPIN.mp4

Turtle Defence Mode#

This animation is supposed to be used as a part of a turtle defence mode where the specific browncoat/weed would curl all their limbs inside and likely waddle towards you whilst keeping their body protected. Granted the animation was likely never finished given they just slide along the ground. It was also meant to be a part of the curse bearers behavior during captain smashers boss hunt which would've made it, a lot more tedious to say the leasy.

Weeds#

PVZGW2_UNUSEDANIM_TURTLEDEFENCEP.mp4

Browncoats#

PVZGW2_UNUSEDANIM_TURTLEDEFENCEZ.mp4

Zombot#

The Zombot that appears in the final point of Zombopolis actually has an unused animation! Its similar to the animation that plays when zombies win the end of the map, though shortly after giving the thumbs up, he seems to hesitate for a moment before going on his way... We personally think he realized he forgot to turn off the stove but decided to continue his work since he has a job to do

PVZGW2_UNUSEDANIM_BRAINSTREETZOMBOT.mp4

Obstructed Animations#

Crazy Dave#

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This animation plays when you initiate a game of garden ops through interacting with Dave's van in the backyard. it's normally mostly obstructed with Dave barely visible inside. it was initially believed to be an unused animation for him at first before he was found inside of the van.