Enhancing the Biped's Capabilities in 3ds Max with Custom Bones

Published on January 07, 2026 | Translated from Spanish
Screenshot of 3ds Max showing a standard Biped with a custom bone (in red) linked to the head to control the jaw.

When the Biped Falls Short and You Need "Extra" Bones 🦴🔧

The Biped system in 3ds Max is like that Ikea furniture: practical, quick to assemble, and works well… until you want to modify it. 😅 Its rigid structure doesn't allow adding additional bones directly, but with a bit of ingenuity (and some tricks), you can integrate elements like an articulated jaw without the rig exploding.

Linking External Bones: The Art of "Parasitic Rigging"

To add extra functionality to the Biped without touching it internally, follow this approach:

"A Biped with custom bones is like a cyborg: half pre-built system, half digital guerrilla modifications." – Anonymous, after 6 hours debugging constraints.

Advanced Techniques for a Believable Jaw

If you need more realism, try these alternatives:

  1. Auxiliary objects as controllers: Use a Point Helper to handle rotation and position
  2. Alternative rigging systems: CAT allows greater flexibility for facial details
  3. Complementary morph targets: Combine bones with blendshape deformations

For complex facial animations, many artists end up using hybrid rigs: Biped for the body and a custom system for the head. 🎭

Common Mistakes (and How to Avoid Them)

When working with Biped + custom bones:

And remember: if your character ends up with a shark smile or a jaw that spins 360 degrees, it's not a bug... it's an artistic style. 😂 In the end, working with Biped and custom bones is like dancing tango with a robot: it requires patience, fine adjustments, and accepting that there will sometimes be unexpected steps. But when it works, the animation comes to life!