You can add controllers on top of Biped animations to create a wide variety of effects. You can use scale controllers to create stretchy legs or arms for cartoon animation, or create the illusion of breathing by adding a scale controller on the spine objects in the chest. You can add noise rotation controllers to the spine to make a biped shake while he walks, or to create twitching or random motion in the limbs or head.
Controllers can be added
in the Motion panel
Assign
Controllers rollout, or by using the Workbench.
Although this lesson is performed with footsteps, it could have been accomplished just as easily with a freeform animation.
Create stretchy legs with controllers:
In this exercise, you will add a scale controller to a biped's legs to stretch them during a portion of an animation.
Play the animation.
The biped walks for 10 paces, zooms to a lower level, and then walks another five steps. You’ll add the scale controller, then animate the biped so that its legs stretch during the period of the downward leap.
select the Bip01
L Thigh object, the blue leg.
Motion panel, open the Assign
Controller rollout.
(Assign Controller).
(Select And Scale).
(Auto Key).
First, you will set a key to start the stretch. You don’t want the stretch to start before frame 162. You want the biped to have a normal leg (unstretched) from the start of the animation up to this frame.

The leg at frame 162 (no stretch).


Leg stretch at frame 167.

Leg shortens at frame 169.

Leg at frame 181 appears normal.
Play the animation. The
biped’s back foot stays on the footstep and the leg stretches out
as the biped descends to the lower set of footsteps.
For extra credit, add a scale controller to the green thigh, and stretch that leg out, roughly between frames 161 and 171.
(Auto Key).
Save your work as mystretchy_leg.max.
You can
open stretchyleg_final.max to compare
this version of the animation.
Once you have controllers added to the biped body parts, you can animate their parameters, or animate their weights. Here's an example that shows animation of parameters.
Animate the weights of SubAnim controllers:
Open shake_and_walk_start.max.
Play the animation.
The biped takes a few steps, pauses for a moment or two, then walks on.

Motion panel, open the Assign
Controller rollout.

(Assign Controller).
3ds Max opens the Noise Rotation Properties dialog. Don’t close this dialog.
Play the animation in the
viewport.
To create a shimmy effect, set X Strength to be 2.0, Y and Z Strength to 0.0.

In this example, the biped should shake only while walking. The frames from 69 through 191 should not have any shaking. To complete this effect, you will animate the weight of the noise controller.
Animate the weight of the noise controller:
Motion panel, expand the
Weight entry of the Noise Rotation controller you added to the spine
object. Highlight Weight 0.
(Manipulate SubAnims).
The Motion panel now displays additional rollouts for Position List, Scale List, and Rotation List.

(Auto Key).

The spinner is outlined in red to show its value is animated.
(Manipulate SubAnims) when
you're done.
Play the animation.
Save your file as myshake_and_walk.max.
You can
open shake_and_walk_finished.max to
compare this version of the animation.
If you are exporting to a game engine, or if you want to use this animation with Layers or in the Motion Mixer, you will need to collapse the list controller animation (see following procedure). This will add the controllers animation keys to the tracks of the Biped SubAnim.
Collapse the list controller track:
open shake_and_walk_finished.max.
select the Bip01 Spine object,
open the
Motion panel, and expand
the Assign Controller rollout.


Wait while the calculations take place.
When the collapse is completed, the dialog closes and the track bar fills with keyframes.

Save your work as mycollapsed_shaking.max.
You can
open shake_and_walk_collapsed.max to
compare this version of the animation.