How to Use Bipeds in 3ds Max Crowd Simulation Without Linking Errors

Published on January 05, 2026 | Translated from Spanish
Diagram of delegate controlling simulation and biped receiving baked animation in 3ds Max Crowd.

Understanding the Relationship Between Bipeds and Delegates

When working with Crowd Simulation in 3ds Max, it's crucial to understand that bipeds do not directly follow the delegate. The delegate is the system that calculates trajectories, collisions, and behaviors, while the biped is merely the rig that receives that animation via the Crowd Helper and the Motion Flow / Motion Mixer system.

Common Error When Using Bipeds in Crowd

The most frequent mistake is trying to physically link the biped to the delegate. This does not work, as the correct flow is:

The delegate is the intelligence. The biped is the actor that performs the calculated movement.

How to Configure It Step by Step

Limitations of 3ds Max's Crowd System

The integrated Crowd system in Max is useful for simple crowds but has limitations compared to modern solutions. In the past, AI Implant existed, offering more realistic behaviors, but it was discontinued. Today, more advanced options include:

Conclusion

Using bipeds in Crowd Simulation requires understanding that delegates and bipeds are separate systems. The delegate handles the logic and movement, and the biped interprets it as baked animation. By following this flow, you will avoid linking errors and achieve consistent results, although for complex projects you might need to resort to specialized plugins.