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A Hat in Time (Windows, Mac OS X)/Unused Animations

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This is a sub-page of A Hat in Time (Windows, Mac OS X).

Hat Kid

AHatInTime HatKid ChairboundMove.gif
Hat Kid Animations

Mustache Girl

AHatInTime MuGirlBoss BossTeleport.gif
Mustache Girl Animations

Mafia

AHatInTime MafiaGreg MafiaLadderStumble.gif
Mafia Animations

Mafia Boss

Normal

Jar

Slot Machine

Sandbag

Coffee Clerk

The Coffee Clerks in Mafia Town have an unused talking animation. You cannot talk to any of them in the final game. They also have an animation for waiting in line at Mustache Girl's castle. There are a few clerks waiting in line, but all of them just use their normal idle animation.


Thor

Being a frozen victim of Queen Vanessa in her manor, Thor is unable to use any of the animations he was given. A couple of these animations were used in the Beta builds for his appearance that version of the game.

Oldster

A-Hat-in-Time-Oldster-Animations-1.gif A-Hat-in-Time-Oldster-Animations-2.gif
The Oldster was, as Habboi put it, "a random old man" that was the original star of She Came From Outer Space. He appears as a frozen victim of Vanessa in her manor, and since he cannot move, he does not use any of the animations made for him. Interestingly, he has an animation for waiting in line at the finale, unlike literally any other unused character in this game.


Sleepy Raccoon

The Sleepy Raccoon enemies have two unused animations for being sucked into something. It's unknown what the context for the animations is, but it could've been meant for Subcon Forest, much like how there's a Mafia in Subcon Village that's being sucked into a painting. There are paintings in the level that have Sleepy Raccoons in them, but no prerelease footage or screenshots show a painting sucking up a Sleepy Raccoon.


Shocking Squid

The black electric squid enemies have a full set of animations for moving around, idling, and attacking underwater! In the final game, this enemy is only seen on land, and entering water kills it instantly.

Badge Seller

Badge Seller has three unused animations, two of which are for talking, and the last one is for giving you a Badge.


Tim

All of Tim's animations from the Cosmo Prototype version of the game are present, and none of them are used because, you guessed it, he's a frozen victim in Queen Vanessa's manor.

Conductor

The Conductor has a small handful of unused animations, two of which are leftover from prerelease builds of the game. His animation for clicking his walkie-talkie to block access to Train Rush is still present, with its effects and sound intact. A test animation is present for him, too, which can actually be seen in some of the earliest screenshots of him. The remaining ones are for directing in Deadbird studio.

Express Owls

Receptionist

The receptionist at Deadbird Studio has an unused animation for walking, and one for being upset. The upset one was used in the Beta builds, during Train Rush while he still had his train operator role.


Crow Agent

An alternate walking animation for the Crow Agents, with a lot less bounce to the motion of the animation and no footstep data.


Shapeshifter

Shapeshifter, being one of many frozen victims in Vanessa's manor, is unable to use either of the animations made for it. Shapeshifter literally only has an idle animation, and a hilarious-looking running animation, indicating it either did not get far in terms of animations, or was only meant for a brief appearance. Note that the purple glow around Shapeshifter in the animation images below is the result of a material glitch in the Modding Tools' content browser.


DJ Grooves

Dj Grooves has quite a bit of unused animations, actually. Most of them are related to his boss fight.

NPC Animations

Boss Animations

Moon Penguin

Normal

The penguins have two unused animations for booing Mustache Girl during the final boss. In-game, these just use their normal, finger-snapping idle animation.


They also have an unused camera-checking animation and security guard animation. The snoozing security guard animation is technically used in game for one security guard in Dead Bird Studio, but is blended with the walking animation and is very difficult to notice in-game.

Car

Fire Spirit

The Fire Spirits have some unused animations, which include giggling, sitting peacefully, and presenting the player with an item. Exactly what item would be given to the player by the spirits is unknown.


Snatcher

Snatcher, being one of the most expressive characters in the game, was once going to be even moreso. He has a couple neutral unused animations, but also a small handful for his boss fight.

Queen Vanessa

Vanessa has two unused animations, one being an intro animation and the other being a looping one. The animations are called "See You", which means they were probably meant for when she spotted the player. However, it's a bit strange that the animations don't have her chasing the player, which she does in all versions of her level if the player is ever in her eyesight and isn't hiding. According to some unused coding for Vanessa and Hat Kid in the Alpha builds of the game, the player was likely originally meant to be stoned from a distance, rather than only when she grabs you. (In the Alpha builds, she turned the player to stone instead of freezing them.) So it's possible these animations were meant for the player being stoned from a distance.

Snatcher Minion

Queen Statue

Toilet of Doom

Subcon Spider

Rough Patch

A-Hat-in-Time-Rough-Patch-Animations.gif
A cat-like bush. Or a bush-like cat. Either way, do not disturb. This enemy was intended for Subcon Forest, having been seen in there in prerelease footage. It has a small handful of animations, but interestingly, there's an animation for a jumping tackle attack, according to the filename of the animation. No coding is present in any public version of the Rough Patch's code that makes it do a jumping tackle attack.


Shromb

Big Plant

Although the Big Plant is present in the Subcon Purple Rift, it doesn't use any of its assigned animations, and thus they all go unused. It has morph targets for extending the flower leaves on its head.


Pink Plant

Much like the Big Plant, the Pink Plant isn't assigned any animations in the test tube it's inside of in the Subcon Forest Purple Rift. It even has a digging animation, which was reserved for the Yellow Plant. The stretching and scaling of its 'fins' are handled by morph targets.


Yellow Plant

Just about everything said for the Pink Plant applies to the Yellow Plant as well, except that it actually used its digging animation.


Corruption Flower

The Corruption Flowers in The Illness Has Spread have an unused animation that should've been used when shooting toxic seed bombs at the player, but wasn't. In-game, they just use their idle animation and the seed bombs just appear out of the top of the flower.


Fatty Bird

Fatty Bird has a unique animation for being bounced on. While you do bounce on him in the final game to reach the Time Piece in the Birdhouse, and he does squish up and down, that's actually being handled in his script file. This bounce animation below isn't even in his AnimTree!


Goat

The scrapped ziplining Goats, seen in quite a bit of prerelease footage and screenshots of Alpine Skyline. Used by the scrapped Sand Travel Obstacle object class.


Alpine Skyline Bell

The decorative bells in Alpine Skyline have an older version of an existing animation still present in their Animset, called "SoftSwingOLD".


Nomads/Sunburnt

Both types of the NPCs that appear in Alpine Skyline have three unused animations, one for walking, and the other two for some kind of cutscene. The two cutscene-like animations are probably intended for Sand 'n Sails, given the unused localization for the level. If it's true, they were most likely used for the player getting their first water flask, and for being given an introduction to the telescope system the level had going on. The walking animation is used by an unused NPC citizen class in the initial release of the game, but has long since been removed from it as well as from the Modding Tools.


Sandworm

While Sandworm appears as a shrunken down toy in Hat Kid's toy chest in the final game, he still has a few animations from his original role in the Great Desert of Sand 'n Sails, which are never used. He has animations for popping up out of the sand, idling, and digging down into the sand to leave.


Cactus B

The little cactus dude sitting on Hat Kid's washing machine in the basement of the Spaceship Hub is actually a character meant to appear in Sand 'n Sails. The animation it can be seen using in prerelease screenshots and footage is present, but he doesn't use it. Actually, in the final game, the pose he uses is actually his T-Pose.


Shady Sunburnt

Being another frozen victim in Vanessa's manor, this shady guy from Sand 'n Sails never gets the chance to use any of his shady animations.


Hub Robo

Although he does not use it in-game due to his new status as a toy in Hat Kid's chest in her bedroom, Hub Robo was given an idle animation before being canned.

Hub Ice Pad

An older version of the animation used by the ice platform in the Spaceship Hub when bouncing on it. It's slightly slower than the used version.

Cruise Seals

Of all the animations the Cruise Seals have, only two are unused. One is a walking animation, which isn't used because Seals never move from their spots in the final game. The other is a animation for pulling a cart around. In-game, Seals only push them, not pull.

Fish Dude

Fish Dude, like the other characters introduced in The Arctic Cruise (except Shocktopus), has an unused walking animation.

Cruise Captain

As stated, the Cruise Captain also has an unused walking animation, with him straining to move his large body.