Badminton is a fast and complicated sport under diverse occasions. It requires players to be swift, which make its simulation
challenging. This paper proposes a sophisticated method to implement a Virtual Badminton System (VBS) using motion capture
technique. We establish a database by collecting a variety of actions after analyzing and concluding basic badminton motions.
Editing and controlling methods are adopted on motion sequences to simulate more occasions. Our system combines motions together
by a high-level Finite State Machine (FSM) to describe the badminton logic of the virtual athlete, and create movements like
the virtual athlete reacting automatically with a series of characteristic swings when interacting with user. Physical collision
model is also added to enhance the immersion of our system.