This is a sub-page of The Legend of Zelda: Ocarina of Time 3D.
Inside the files for child and adult Link, there are a couple of unused animations that are leftover from the N64 version of the game. Most of the unused animations from the N64 version have been removed, but the couple that stayed over have actually been remade for Link's new model. All the filenames for both child and adult Link have been shortened compared to the N64 variants.
Filenames such as: "clink_demo_bashi" now being referenced as "cl_dm_bashi".
In addition, the original game's animation file format used to be '.anb', now they have been updated to '.csab'.
A few of these animations can actually be triggered in-game with a certain group of glitches. Aside from those, the remaining animations stay completely unused.
Child
cl_dm_bashi
Filename |
Translation |
Context
|
cl_dm_bashi.csab
|
Child Link - Cutscene - ??
|
Cutscene
|
cl_dm_get1
Filename |
Translation |
Context
|
cl_dm_get1.csab
|
Child Link - Cutscene - Get 1
|
Cutscene
|
This animation was intended to be used during a cutscene, although looking similar to the used animation for opening small chests.
Fighter
bow_defense
Filename |
Translation |
Context
|
bow_defense.csab
|
Bow - Defense
|
Gameplay
|
bow_defense_wait
Filename |
Translation |
Context
|
bow_defense_wait.csab
|
Bow - Defense - Wait
|
Gameplay
|
ft_defense_long_hit
Filename |
Translation |
Context
|
ft_defense_long_hit.csab
|
Fighter - Defense - Long- Hit
|
Gameplay
|
In the N64 version, this unused two-handed shielding variant had all 3 animations that would make up the entire crouching/defense action. Interestingly, only this one out of the three was remade and leftover.
ft_front_jump
Filename |
Translation |
Context
|
ft_front_jump.csab
|
Fighter - Front - Jump
|
Gameplay
|
Although looking exactly like the jumping off the ledge animation, this one has a considerably faster motion.
ft_front_jump_end
Filename |
Translation |
Context
|
ft_front_jump_end.csab
|
Fighter - Front - Jump - End
|
Gameplay
|
ft_front_jump_endR
Filename |
Translation |
Context
|
ft_front_jump_endR.csab
|
Fighter - Front - Jump - End (Right)
|
Gameplay
|
Unlike the animation used in-game, this front jump actually has an animation for landing on the ground and immediately assuming anchor stance.
ft_jump_rollkiru
Filename |
Translation |
Context
|
ft_jump_rollkiru.csab
|
Fighter - Jump - Roll Slash
|
Gameplay
|
ft_jump_kiru
Filename |
Translation |
Context
|
ft_jump_kiru.csab
|
Fighter - Jump - Slash
|
Gameplay
|
ft_jump_kiru_fin
Filename |
Translation |
Context
|
ft_jump_kiru_fin.csab
|
Fighter - Jump - Slash - Finish
|
Gameplay
|
ft_jump_kiru_fin_end
Filename |
Translation |
Context
|
ft_jump_kiru_fin_end.csab
|
Fighter - Jump - Slash - Finish - End
|
Gameplay
|
ft_turn_kiruL
Filename |
Translation |
Context
|
ft_turn_kiruL.csab
|
Fighter - Turn - Slash (Left)
|
Gameplay
|
ft_turn_kiruL_end
Filename |
Translation |
Context
|
ft_turn_kiruL_end.csab
|
Fighter - Turn - Slash (Left) - End
|
Gameplay
|
ft_turn_kiruR
Filename |
Translation |
Context
|
ft_turn_kiruR.csab
|
Fighter - Turn - Slash (Right)
|
Gameplay
|
ft_turn_kiruR_end
Filename |
Translation |
Context
|
ft_turn_kiruR_end.csab
|
Fighter - Turn - Slash (Right) - End
|
Gameplay
|
ft_nml2fighter
Filename |
Translation |
Context
|
ft_nml2fighter.csab
|
Fighter - Normal to Fighter
|
Gameplay
|
mg_tame_kaijyo
Filename |
Translation |
Context
|
mg_tame_kaijyo.csab
|
Magic - Charge - Cancel
|
Gameplay
|
Normal
nml_carryB
Filename |
Translation |
Context
|
nml_carryB.csab
|
Normal - Carry (B)
|
Gameplay
|
nml_put
Filename |
Translation |
Context
|
nml_put.csab
|
Normal - Put
|
Gameplay
|
nml_jump_up
Filename |
Translation |
Context
|
nml_jump_up.csab
|
Normal - Jump - Up
|
Gameplay
|
Based on how the animation plays, this one seems like a copy of the actual used animation called "nml_100step_up".
nml_nml2fighter
Filename |
Translation |
Context
|
nml_nml2fighter.csab
|
Normal - Normal to Fighter
|
Gameplay
|
nml_pulling
Filename |
Translation |
Context
|
nml_pulling.csab
|
Normal - Pulling
|
Gameplay
|
One-handed pulling an object animation.
Idle
wait_itemD2_20f
Filename |
Translation |
Context
|
wait_itemD2_20f.csab
|
Wait - Item D2 - 20F
|
Gameplay
|