# biped-initial-setup

When you first start rigging in 3ds Max, Biped is the first thing you encounter — but using the default settings as-is can cause serious problems at the engine stage. Please check the following settings to ensure a stable pipeline.

## 1. Fixing Logical Errors in the Hierarchy

![image.png](image.png)

Biped's initial joint structure was designed for older skinning workflows, which makes it somewhat illogical in modern engine environments.

- **Problem:** In the default settings, `Thigh` ends up parented under `Spine`, and `Clavicle` ends up parented under `Neck`.
- **Issues that arise:** When adding animation correction features in the engine — such as head rotation or spine correction — moving the spine also causes the legs to follow, creating extremely complex structural conflicts.

### ✅ Required Settings (Figure Mode)

![image_1.png](image_1.png)

![image_2.png](image_2.png)

Before your rigging setup, be sure to configure the following two settings in **Figure Mode**:

- **Triangle Pelvis:** Must be **checked** (correctly parents the leg hierarchy to the pelvis.)
- **Triangle Neck:** Must be **unchecked** (logically separates the hierarchy of the clavicle and neck.)

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## 2. Changing the Mode for Accurate Pivot Inspection

![image_3.png](image_3.png)

Accurately identifying the center point of each bone is critical for precise rigging.

- **Change Body Type to [Classic]:** This mode provides the most accurate visual confirmation of pivot positions when switching Biped to Box form.
- **Activate Box Mode:** Selecting the entire Biped and enabling Box Mode significantly improves workflow efficiency.

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## 3. Production-Standard Link Settings (Recommended)

These may vary by project, but the following values are generally the most stable. Use them as a reference during your setup work.

| **Item** | **Recommended Value** | **Notes** |
| --- | --- | --- |
| **Spine Links** | **3** | Produces the most natural spinal curvature. |
| **Fingers** | **5** | Standard for humanoid characters |
| **Finger Links** | **3** | Matches actual finger joint structure |
| Porp | 1 | Prop bone for Biped |

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**Completing the settings described above will save the TA and engine teams from unnecessary hardship when doing animation post-correction work in the engine later on.**
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