The geometry of a biped is a linked hierarchy of objects that by default resemble those of a human. The parent or root object of the biped is its . This object is displayed as a blue octahedron near the center of the biped's pelvis. Moving the COM positions the entire biped.
Center of mass object
The biped hierarchy is a little different from a standard 3ds Max hierarchy in that you can’t delete any of the components of the skeleton. If you try to delete any part of the biped skeleton, you delete the entire hierarchy. If you want to create a partial biped, for example a biped with no head, simply hide the objects you don’t want to use.
You can reposition certain biped body parts in Figure mode to suit different characters. You can move entire arm assemblies by selecting the clavicles and moving them up or down. You can also reposition the fingers, tail and ponytails as you like. See .
Biped's structure also includes an option to add twist to any and all limbs. This feature uses a variable number of links to transfer twisting animation into the biped's associated mesh via Physique or Skin.
The biped structure includes an option to add up to three props. Props appear next to the biped’s hands and body by default, but can be modified or animated throughout the scene like any 3ds Max object.
To add extra legs, arms, or other body parts you need to create 3ds Max geometry for those parts, then link them to the biped hierarchy. You can use Snapshot to duplicate biped body parts to create these as well. In either case you will need to animate them with standard 3ds Max rotations, because biped IK will not be available on these extra parts.