Animating by Moving Links

Use the standard 3ds Max Move transform to move biped links.

As shown in the table below, there are two types of movements you can apply to a biped link:

The pelvis, head, neck, non-base spine links, and non-base tail links cannot be moved. They can only be rotated, although they move when their parent moves.

When you select multiple biped parts and move them, the move applies only to selected biped parts that have no selected ancestors. For example, when the entire biped is selected, only its center of mass object is moved. When all of the finger joints are selected, the bases of all the fingers are moved.

Tips:

Biped Link Link Name Keyframe Mode Figure Mode
Center of mass Bip001 (default) Positions entire biped Positions entire biped
Pelvis Pelvis Does not move Does not move
Head Head Does not move Does not move
Neck Neck Does not move Does not move
Spine Base Spine Does not move Positions upper body relative to lower body
Tail Base Tail Does not move Positions tail relative to body
Ponytail Ponytail1, 11, and so on Does not move Positions ponytail relative to body
Clavicles R Clavicle, L Clavicle Do not move Positions arms relative to body
Shoulders (upper arm) R UpperArm, L UpperArm IK from shoulder IK from shoulder
Elbows (lower arm) R Forearm, L Forearm IK from hand IK from hand
Hands R Hand, L Hand IK from hand IK from hand
Fingers Finger 0, 01, and so on IK from finger Positions finger relative to hand (if base selected)
Hips (upper leg) R Thigh, L Thigh IK from knee IK from knee
Knees (lower leg) R Calf, L Calf IK from foot IK from foot
Feet R Foot, L Foot IK from foot IK from foot
Toes Toe 0, 01, and so on IK from toe Positions toe relative to foot (if base selected)