damn son.. thanks :D I'll parent the already skinned joints under the bip controllers then, like I have been doing.. it's all for practice, not going into an engine or anything so the hiarchy can be messy as long as the character animates ;D ..once I get around to using bip, it's gonna be setup the way they want it and I…
I stick to Quaternion also, its what Biped was originally built on and what it seems to function best with. I run into a lot of problem when its set to Euler. Things like tangents resetting to default when saving/loading animation, what good are bezier handles if they reset? I leave "separate tracks" at the default…
What Mark said. I did just that recently with the characters from Max 2015+'s Populate. Bake out the characters, save the skin weights, renamed the bones to match Biped, reloaded the weights on to the new skin modifier on biped. Renaming the bones also lets you apply the animation to Biped as well using FBX. After that…