As our goal we set forth to generate physically plausible response using a reaction-based motion library. While our approach may seem simple, we argue that it takes advantage of the concept of the described burst following an impact without the need for a complicated implementation. Conversely, we argue that the components we do include are essential to our method’s success. It may seem tempting to consider performing basic interpolation following the first, naive ragdoll-like simulation trajectory described. But, we stress that the active control is critical for generating realistic, lifelike motion. Foremost, our active simulation’s controller follows a changing trajectory (based on the transition-to motion) and makes the character move in a coherent, “conscious” manner. And by moving the simulation toward the desired posture found from the matched data, both an active reaction and passive response to the collision may be computed in a physically based manner simultaneously. This does not yield the same effect if the passive simulation is simply blended with the final motion because the interpolation can happen too slowly or too quickly (when the dynamic effect of the contact, and possibly even the contact itself, is not fully realized.)