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 ๐Ÿฆด๐Ÿ”ง

The Biped system in 3ds Max is like that Ikea furniture: practical, quick to assemble, and works wellโ€ฆ until you want to modify it. ๐Ÿ˜… 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." โ€“ 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. ๐ŸŽญ

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. ๐Ÿ˜‚ 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!