We propose a method of generating natural-looking behaviors for virtual characters using a data-driven method called behavior capture. We describe the techniques for capturing trainer-generated traces, for generalizing these traces and for using the traces to generate behaviors during game-play. Hidden Markov Models (HMMs) are used as one of the generalization techniques for behavior generation. We compared our proposed method to other existing methods by creating a scene with a set of six variations in a computer game, each using a different method for behavior generation, including our proposed method. We conducted a study in which participants watched the variations and ranked them according to a set of criteria for evaluating behaviors. The study showed that behavior capture is a viable alternative to existing manual scripting methods and that HMMs produced the most highly ranked variation with respect to overall believability