Once we find the desired motion capture sequence to play next, we must generate motion to fill in the gap between the beginning of the interaction and the time before the found clip is played. We compute this transition motion with two goals in mind: react in a physically plausible manner which is consistent with the found motion and meet the desired state as closely as possible. Our system finds the transition in two steps based on these goals. We create a second simulated motion,now using a joint controller which is informed of the upcoming motion sequence and uses this motion sequence in its desired state calculation. The internal joint-torque actuation keeps the character “alive” across the transition but lacks the knowledge to make directed coordinated adjustments to the motion. Thus, we layer this simulated motion over the transition-to clip and perform an interpolation between them to create the final motion.