Building on principles from our prior work on procedural texture synth
esis, we are able to create remarkably life-like, responsively animate
d characters in real time. Rhythmic and stochastic noise functions are
used to define time varying parameters that drive computer generated
puppets. Because we are conveying just the ''texture'' of motion, we a
re able to avoid computation of dynamics and constraint solvers. The s
ubjective impression of dynamics and other subtle influences on motion
can be conveyed with great visual realism by properly tuned expressio
ns containing pseudo-random noise functions. For example, we can make
a character appear to be dynamically balancing herself, to appear nerv
ous, or to be gesturing in a particular way. Each move has an internal
rhythm, and transitions between moves are temporally constrained so t
hat ''impossible'' transitions are precluded. For example, if while th
e character is walking we specify a dance turn, the character will alw
ays step into the turn onto the correct weight-bearing foot. An operat
or can make a character perform a properly connected sequence of actio
ns, while conveying particular moods and attitudes, merely by pushing
buttons at a high level. Potential uses of such high level ''textural'
' approaches to computer graphic simulation include role playing games
, simulated conferences, ''clip animation,'' graphical front ends for
MUDs [15], [6], and synthetic performances.