When compared to gaze, animation of the eyelids has been largely overlooked in the computer graphics literature. Eyelid movement plays an important part both in conveying accurate gaze direction and in improving the visual appearance of virtual characters. Eyelids have two major motion components: lid saccades that follow the vertical rotation the eyes, and blinking. Derived from literature in ophthalmology and psychology, this paper presents parametric models for both motion types, and emphasizes their dynamic temporal behaviour. Experimental validation classifies model-generated animation as similar to that encoded from expensive motion captured data, and significantly exceeding linearly interpolated animation. Lid saccades are bilateral shifts of the eyelids initiated by changes in the vertical rotation of the eyes, so that the eyelids follow the direction of gaze to ensure they do not obscure the pupils 2 . Blinking is the act of extremely brief closure of the eyelids, and may be voluntary or involuntary 3 . Physiologically, the eyelids serve to protect the eye from debris and rays of harmful intensity , and also to regularly spread the tears and other secretion on the eye surface to keep it continually moist 2 . Hence, eyelid movement is a ubiquitous element of human behaviour.As both real-time and offline character animation advance, there is an ever-growing need to consider the broad scope of what gives rise to visual and behavioural realism. Increasingly sophisticated geometrical and behavioural models of humans and components of humans have been presented for a applications including games, film and embodied conversational agents. When looking at a photograph or painting of a human, one typically spends 60% of the time looking at the eyes and 15% at the mouth 4 . It is no surprise then, that much of this research has focussed on the face 5 , and in particular the eyes 6 . Lee et al. 6 identify the high correlation between the motion of the eyes and the corresponding eyelid movements as a possible extension to their gaze model. While some subsequent gaze models have incorporated some form of eyelid animation to complement gaze motion 7-9 , eyelid animation has played a secondary role. Hence, the implementation details of realistic human eyelid dynamics has been left undefined. This paper presents two parametric models generating physiologically-accurate lid saccade and blink animations for virtual characters. The models are detailed algorithmically, together with an example implementation for avatar-mediated communication between users of networked immersive CAVE TM -like systems. The models are then validated against current methods of eyelid animation, including motion capture and linear interpolation, before discussion, limitations and future work are addressed.