“The Speedrun Where Link Stares at Rupees for 17 Hours” – a video that explains why the Twilight Princess Low% speedrun takes over 24 hours to complete
This is hilarious. It’s so funny what you can do with a bug as simple as "if the player leaves Link in this one animation for 10 hours he might slide around some"
What I find odd is the devs decided to have root motion on an idle animation. It makes sense if he was shifting his weight or something, but since he stays stationary, there’s no reason for it.
However, if I remember correctly, the game had a foot IK system going on (if Link’s left foot was near a rock, it would lift the leg up so the foot was on top of it). So they probably had the root motion there for the subtle back and forth movements he does all the while his feet are planted in one spot. The knees would bend naturally and would be handled by the game engine rather than trying to animate it.
A little more detail on what I think is going on here. Root motion takes the world position of the character and adds the transforms of the root bone from the animation to their world position. Because the animation goes like X = 0, .1, .2, .3, .4, .5, .4, .3, .2, .1 and never returns back to zero when it loops, it retains that last position of the character (which wasn’t the original) and begins the cycle again from this new location which happens to be slightly further back than before.
So how many people decided to test other games by leaving them on for 24 hours at a time?
This is hilarious. It’s so funny what you can do with a bug as simple as "if the player leaves Link in this one animation for 10 hours he might slide around some"
What I find odd is the devs decided to have root motion on an idle animation. It makes sense if he was shifting his weight or something, but since he stays stationary, there’s no reason for it.
However, if I remember correctly, the game had a foot IK system going on (if Link’s left foot was near a rock, it would lift the leg up so the foot was on top of it). So they probably had the root motion there for the subtle back and forth movements he does all the while his feet are planted in one spot. The knees would bend naturally and would be handled by the game engine rather than trying to animate it.
A little more detail on what I think is going on here. Root motion takes the world position of the character and adds the transforms of the root bone from the animation to their world position. Because the animation goes like X = 0, .1, .2, .3, .4, .5, .4, .3, .2, .1 and never returns back to zero when it loops, it retains that last position of the character (which wasn’t the original) and begins the cycle again from this new location which happens to be slightly further back than before.