This paper presents a novel rigging technique for biped characters in 3ds Max, utilizing constraints, wire parameters, and control linking for enhanced animation capabilities. The method contrasts with 3ds Max's built-in biped system by offering more manual control and customizable rigging options. The tutorial outlines detailed steps for creating a custom rig, focusing on the rigging process for legs and arms, including the use of inverse kinematics and custom attributes for advanced character animation.