Biped Initial Setup — Don't Use the Default Settings!
Biped is the first thing you encounter when starting rigging in 3ds Max. However, using the default settings as-is can cause significant issues later in the engine pipeline. Please make sure to check the following settings for a stable pipeline.
1. Fixing Logical Errors in the Hierarchy

Biped's default joint structure was designed for legacy skinning methods, resulting in a somewhat illogical hierarchy for modern engine environments.
- Problem: In the default setup, the Thigh may end up parented under the Spine, and the Clavicle under the Neck.
- Resulting issues: When adding animation features in the engine — such as head turning or spine adjustment — moving the spine may cause the legs to follow, creating severely tangled hierarchical issues.
✅ Required Checklist (Figure Mode)


Before starting the rigging setup, make sure to configure the following two settings in Figure Mode.
- Triangle Pelvis: Must be checked (correctly parents the leg hierarchy under the pelvis).
- Triangle Neck: Must be unchecked (logically separates the clavicle and neck hierarchy).
2. Switching Modes for Accurate Pivot Verification

For precise rigging, it is essential to accurately identify the pivot points of the bones.
- Change Body Type to [Classic]: This is the mode that provides the most accurate visual representation of pivot positions when switching Biped to Box form.
- Enable Box Mode: Select the entire Biped and turn on Box Mode for significantly improved workflow efficiency.
3. Production-Standard Link Settings (Recommended)
While these may vary by project, we recommend the most stable data values in general. Use them as a reference during your setup process.
| Item | Recommended Value | Notes |
| Spine Links | 3 | Provides the most natural curve expression. |
| Fingers (count) | 5 | Standard for humanoid characters |
| Finger Links (joints) | 3 | Matches the actual finger joint structure |
| Prop | 1 | Prop for Biped |
Completing these recommended settings will save your TA team and engine team a lot of trouble when handling animation post-processing in the engine later on.