Locomotion / Gaits

Use Phone

39 looping Mecanim-compatible humanoid motion capture animations for phone use, covering sit, stand, walk, lie down, and running postures.

Use PhoneLocomotion / Gaits

Resource overview

A character who pulls out a phone can break the illusion when the body language doesn't match the task. Use Phone approaches that problem with a dedicated set of motion capture clips recorded for game development. The asset contains 39 high-quality animations, all of them loopable and shaped by a humanoid skeleton. The animation list spans the phone handling that shows up in nearly every narrative or open-world production: someone lying in bed, running across a street, seated in a café, standing at a bus stop, or walking down a corridor while checking a screen.

Phone-Focused Motion Across Five Postures

The clip names divide into five posture groups, and each group has a distinct count. Two clips, AA_lie_down_use_phone_01 and AA_lie_down_use_phone_02, cover lying down. A single clip, AA_running_use_phone_01, covers running. The standing and sitting categories are the largest, with seventeen clips each: AA_stand_use_phone_01 through AA_stand_use_phone_17, and AA_sit_use_phone_01 through AA_sit_use_phone_17. Two walking clips complete the set.

That distribution points to the dominant phone-use situations in games: characters tend to be standing or sitting while they talk, text, or browse. The running clip and the walking clips cover transitions, so a character can keep the phone in hand while moving from one point to another. The naming convention, built from an AA prefix, the posture, the phrase use_phone, and a two-digit number, keeps the clips easy to locate inside an animator window or a file browser. An animator can quickly pull out every sitting clip by scanning for sit_use_phone in the list.

Loop-Ready Clips for the Mecanim Pipeline

Every animation clip in the set is a looping animation and Mecanim compatible, which removes a common integration step in Unity. The Mecanim keyword matters because it tells a developer that the clips can be dropped into an Animator Controller without a separate conversion. Because the motion is humanoid based, Unity's Avatar system can retarget it onto any humanoid character model, from a stylized hero to a realistic background NPC.

The looping factor is especially important for phone use. A sitting character may be idle for a long stretch while the player reads a message or talks to an NPC; a seamless loop keeps the motion from jumping when the clip restarts. The same goes for standing loops, which can act as an ambient idle in a crowd or a wait animation in a lobby. With looping clips in place, the main production work is deciding which pose and timing fit the scene rather than fixing seams between takes.

The Asterisk Clips: When Finger Motion Is Skipped

Not every clip in the set carries full finger animation. The included animation list marks a subset of clips with an asterisk, and that marker is explicitly defined as No Finger Animation. Across the list, thirteen clips carry the asterisk: AA_lie_down_use_phone_02, AA_running_use_phone_01, AA_sit_use_phone_01, AA_sit_use_phone_03, AA_sit_use_phone_09, AA_sit_use_phone_12, AA_sit_use_phone_16, AA_sit_use_phone_17, AA_stand_use_phone_10, AA_stand_use_phone_11, AA_stand_use_phone_13, AA_stand_use_phone_17, and AA_walk_use_phone_02. The remaining clips do not carry that marker, which means they include finger motion.

That distinction is useful during selection. For a close-up where the character is typing, swiping, or adjusting the phone in the hand, an unmarked clip gives a more complete performance. For a wide shot or a character who is already off-camera for part of the action, a no-finger clip can be perfectly sufficient and may even be lighter to process. The marker lets an animator filter for exactly what the camera needs.

Humanoid Data and the Studio's Motion Capture Backing

The creator of the asset is a professional motion capture team, and their database holds thousands of animations. That background shapes the recording quality behind these clips. The motion is not hand-keyed from a video reference; it is captured from real performers, then cleaned and structured as animation assets. All motion is humanoid based, so the data follows a standard biped skeleton with joints that match a typical human actor. This means the clips are not intended for creatures or characters with non-human proportions, but for human characters it provides a consistent, natural body language.

The team behind the asset has also signaled that this is not a one-off release. They are sharing their motion capture work with game developers, and they plan more releases in the future. So this set sits at the edge of a larger pipeline from a studio that intends to keep producing animation collections.

Where the Phone, Talk, and Character Tags Lead

Use Phone is tagged Phone, Motioncapture, Character, and Talk. Those tags line up with its intended use: characters who are holding a phone, often in the middle of a conversation or a call. The blend of sitting, standing, and walking clips supports dialogue scenes and ambient crowd behavior alike. A coffee shop interior can have several seated NPCs using their phones while the player walks past; the standing clips work for a character waiting at a bus stop; the walking and running clips let a phone conversation continue while a character moves between objectives.

Because the clips are loops, they can be chained together or used as the core of a state machine that switches between talk and listen poses. The humanoid rig means the same clips can be reused across different character models, so a studio can build one phone-use state machine and apply it to an entire cast.

Use Phone covers the daily phone behavior that many games need but few motion libraries organize into a single set. With 39 humanoid loops, Mecanim-ready formatting, and a clear marker for clips without finger animation, it offers a direct path away from generic idle poses and toward character performances that match the screen in their hands.

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