17th November 2003, 2:38 PM
That's now how 3D animation works. You don't create individual frames like you would with traditional 2D animation, the computer does most of the work for you. Let's say you want to create a walking animation for a 3D model. It's not like stop-motion animation where you would move each limb a little bit and then take a picture frame-by-frame, but instead you would move a limb from point a to point b and let the program fill in everything in between. The number of frames you see per animation is dependant upon the media of the animation (game or movie) and the framerates. If a game is running at 30 fps then the time between the leg moving from point a to point b is going to be the same as how long it would take if the game were running at 60 fps, but the difference is that you would see fewer frames in that leg animation so it would look less smooth. Now 3D animation certainly isn't easy to do, but it's a different kind of difficult than 2D or claymation. Although of course it's not quite as simple as that because when you make a 3D animation for a certain fixed framerate (like film at 24 fps) you run into problems like subframe issues and other things like that, but that's a different story. I've seen OoT run at 60 fps and it does not change the actual speed of Link or anything else in the game.