Use Parameter Curve Out-of-Range Types to create loops and cycles. The idea is to create a short pattern of keys that produce an animated effect, and then loop or cycle through those keys throughout the animation.
The Parameter Curve Out-of-Range Types dialog gives you four ways to repeat animation and two ways to apply linear values.
This opens a dialog that lets you specify how the animation should behave before and after the explicit animation range.
For example, you could click the left arrow under Loop and the right arrow under Ping Pong.
The Curve Editor displays the out-of-range behavior with dashed lines.
Create Out of Range Keys. Example: To use Parameter Out-of-Range Types to create a loop:
Controller submenu
Out Of Range Types. The box moves back and forth repeatedly.
While the animation is playing, experiment by adjusting the keys in the Curve Editor.
To use the interpolation feature with the Loop out-of-range type:
If you extend the range of tracks set to use the Loop out-of-range type, 3ds Max automatically interpolates between the end of each loop and the start of the next, for a smoother transition.
Dope Sheet). Also, if necessary, expand the track hierarchy so the X Position, Y Position, and Z Position tracks are visible.
Ranges: Dope Sheet. This opens the Ranges toolbar.
Each track now displays the keys and the range. The right end of each track's range is concurrent with the last key.


Now, when you return to Curve Editor mode, you can see the interpolation between the end of each loop and the start of the next.

The highlighted area shows the Loop interpolations.

Choose from the options for repeating your animation: Click the left arrow to specify behavior before the animation-key range, and the right arrow to specify behavior after the range.
Holds the value of the start or end key of the range for all frames. Use Constant when you want no animated effect before the first key of the range or after the last key. Constant is the default out-of-range type.
Repeats the same animation as within the range. If the first and last keys in the range have different values, the animation will show an abrupt "jump" from the last key to the first. Use Cycle when you want an animation to repeat, but do not need the ends to match.
For specific instructions on how to create interpolation with the Loop option, see this procedure.
Alternates between forward and backward repetition of the animation within the range. Use Ping Pong when you want your animation to alternate back and forth.
Projects the animation value along a line tangent to the function curve at the end of the range. Use Linear when you want the animation to enter and leave the range at a constant velocity.
Repeats the same animation as within the range but offsets each repetition by the value at the end of the range. Use Relative Repeat to create animations that build on each other as they repeat.