Both the FPS and Normal biped are edited versions of MaikCG's brilliant XPMSE Biped found here - https://www.nexusmods.com/skyrim/mods/76267 I've added skirt bones and extra weapons, fixed the hands and a few other things, when you bring your exported KF over to the main biped, the skirt bones transform will be incorrect, the rotation is correct, you can quickly fix this by selecting the Skirt dummy ctrl+A then selecting the correct Bone Here's a video on how to import KF's into this rig https://www.youtube.com/watch?v=qMt6XOPUur8 It's NFSW The jist of it is, you use the Import Biped to get KF's, select all the biped bits "export selected", then open the main biped and import the recently exported FBX Exporting stuff may be different for you as I use Max and Havok 2013 and require the use of a tag file generator, that I think I've included in the export folder, as well as every weapons export folder, most weapons have out of date export info though, I'd use the main export settings that I've included The tag file generator was made by sotaponi and can be found here - https://www.nexusmods.com/skyrim/mods/87118 The export folder has a Process readme included on how to export your animations The AnimatedArmouryWeapons.txt file is just a reference file I made that I could refere to when "Balancing" my weapons I've included a Gotcha list too, if you get stuck/encounter weird issues this may help you There's a Max script file I found on the net somewhere included that allows you to convert ticks to seconds, so that you can get your animation triggers timed correctly To use it, in the main toolbar MAXScript >> Open Script >> Pick the Ticks to Seconds.ms You then get a pop up with this max script either press ctrl + E or go to Tools >> Evaluate All, Close the Window Back in the Main 3dsmax window, again in the main toolbar MAXScript >> MAXScript Listener Now when you scrub your timeline this listener will display what time that is in seconds I've included sort of Model sources for Claws and Whips as they're not just static objects, in these archives I also have the source behaviour files for use with Zartar's Behaviour tool, if you're going to look at these in the tool, you need to open up the defaultmale file In the Whip Model Source archive there's a whip skeleton.max file if you wanted to make whips, you need to rig your model to this In the Claw Model Source archive there's no skeleton file but as Claws only use one bone, you can just open up any of my claw models and use the bone from that, that or you can just add a bone at 0,0,0 with 0,0,0 rotation named ClwRoot The sceneassets folder has .cpy files, these are used in conjunction with the 3ds biped to copy and paste animation across different files, I used these extensively, they're really handy and can help speed up the animation process, Now they don't contain every animation I used and they're a bit all over the place This folder can go anywhere, but it is a default 3ds project folder, so you can place this in your 3ds max project files To use them: Select your biped's BIP bone (The diamond in the pelvis) go to the motion tab (wheel on the right) then expand the Copy/Paste drop down click the open folder button and pick one of these .cpy files Hovering your mouse over each button tells you what each button is I won’t explain them here When pasting Tracks or Poses make sure the 2 arrows and the circle arrow is turned on under Paste options