This is a sub-page of The Owl House - Witch's Apprentice.
Several of these animations are too fast to properly look at, so they have been slowed down to 50% speed and briefly paused at the last frame between loops. Such animations are marked with a *.
Luz#
ability_ice
An animation that combines the used animations ability_ice_in and ability_ice_out.
abilty_shell_out*
An animation that seems to show the snaggleback shell ability ending by being put away rather than bouncing off of the stack enemy. In-game, even if the player manages to activate the snaggleback shell ability in a way that doesn't hit a stack enemy, they will just bounce off a wall as though they did. Yes, they spelled it "abilty."
action_1
A generic animation for interacting with something.
jump_3*
An animation for another mid-air jump, possibly implying the existence of a triple jump ability that would be obtained sometime during the game.
fall_in_3*
A transition between the aforementioned third jump and the falling animation.
fall_in_idle*
A transition between the idle animation and the falling animation.
flying_still
The first of many "animations" that are stored in the game's code as animations, but are really just a single pose with no movement. This one is identical to the first frame of Luz's in-game flying animation.
idle_tired
An idle animation that depicts Luz being much more tired.
jump_all
An animation that shows off early versions of the two used jumping animations and the landing animation.
jump_flip*
Another unused jumping animation, this time involving some sort of flip.
think
An animation of Luz pointing at something.
Enemies#
Armor#
demo
One of many demo animations. Like most of the demo animations, this combines multiple of the object's other animations together into one.
Barrel#
grab_1
An alternate attack animation where the hand grabs directly upward instead of swiping.
grab_2_all
Speaking of swiping, this animation connects the three animations used for the attack in-game (one for reaching out of the barrel, one for swiping, and one for going back in) into one longer animation.
Bush#
demo
Another demo animation that's identical to the armor enemy's demo animation.
hit_hide
An animation of the bush enemy recoiling before hiding in its bush.
hit_stand
Same as the above animation, except it doesn't hide after recoiling.
idle_stack
Based on the name, this implies the existence of a variant of the six stack enemy that would stack six bush enemies instead. The six stack used in-game has its own animations rather than using them from the armor enemy, implying that the decision to not make a bush six stack was made earlier on in development.
Cauldron#
dormant_idle
The cauldron enemy does not appear in normal gameplay. If mods are used to see it in-game, it has more or less the bare minimum functionality to be considered an enemy. It will just sit in place and play this animation, and will damage the player if touched.
overflow_in
An animation of the cauldron starting to overflow. There's no code calling for this to be played, so it's unknown what would cause it to overflow.
overflow_idle
An animation of the cauldron continuing to overflow.
Cauldron Bubbles#

bubble_small, bubble_medium, bubble_big
Bubbles of 3 different sizes floating up and popping. While the there's no code referring to them, the texture's name, "cauldron_bubble_particle", implies that these bubbles would come out of the cauldron.
Chest#
blink
An animation of the chest enemy, you guessed it, blinking. Luz and the hub NPCs in the game each have a animation named "blink" that's called in a special way in order for them to blink while performing other animations, but the chest's blinking animation is never called.
idle_nonmimic
Another static "animation." The name implies that this would be used for a chest that isn't a mimic enemy, something that's not used in-game, but does seem to appear in a piece of concept art.
Crate#
demo
Yet another demo animation.
hit_hide
An animation of the crate enemy recoiling before hiding in its crate.
hit_stand
Same as the above animation, except it doesn't hide after recoiling.
idle_stack
Just look at what was written for the bush enemy's idle_stack and replace "bush" with "crate."
Flier#
swarm_1
Based on the name, this animation was probably planned to be used by the enemies in the cluster of flying enemies.
Jar 1#
chomp_tongue
A variant of the chomp animation where the lid also has a wriggling tongue.
idle_wiggle
The code calls for this animation to play while the jar is idle, but due to a programming error, the condition for it to play is actually never met.
Jar 2#
chomp
Textures and animations for an alternate jar enemy can be found in the game's files, but it's never referenced in the code. If the game is modded to load this jar's files rather than the used one's, it works perfectly fine.
idle_closed
A static "animation" like this is also used by the other jar whenever it's not attacking the player.
idle_wiggle
An unused object's variant of an already unused animation. Double-unused, one could say.
Six Stack#
idle_stack_6
An animation depicting the tower of enemies standing still rather than walking.
NPCs#
Eda's Body#
flying_hit
An animation for Eda being hit on her broom just like Luz. In-game, even if one of the flying enemies would hit Eda, it just passes through her without doing anything.
flying_still
Another static "animation" for Eda just like Luz's.
Guard#
charge_X
An animation of the guard raising his arms and leaning back, presumably before charging at the player. No other animations for a charge exist, suggesting that this attack was cut earlier in development.
idle_taunt
An animation of the guard looking up and pumping his fist.
stomp_demo
An animation showing an early version of the stomping and idle animations. The most noticeable difference between this and the corresponding in-game animations is the bag's strap, which is separated from the bag by the guard's shoulder in this version.
trap_escape
An animation combining the used "trap_escape_in" and "trap_escape_out" animations.
Guard Attack Effect#
stomp_impact_demo
An animation similar to the used one, except it extends slightly further from the origin and has a much longer time between loops.
King#
cauldron_king_sleep_r
An animation of king sleeping in the cauldron while facing to the right, rather than the left like in-game.
Other#
Trap#
idle
An idle animation depicting the trap's eyes moving around. In-game, the trap is completely motionless.
Portal Door#
portal_door
A static "animation" of the closed portal door.
portal_demo
An animation combining the "portal_in" and "portal_open" animations.
portal_in
An animation of the door appearing through a glowing light rising out of the ground. (For the record, that's not how it shows up in the show.)
portal_open*
An animation of the portal door opening up. Technically, this animation does play in-game, but it doesn't loop and the animation finishes before the loading screen even disappears, leaving only the last frame visible.
portal_close*
An animation of the portal door closing.
portal_out
An animation of the door fading back into glowing light before sinking into the ground. (Again, definitely not how it works in the show.)