Yep. But for the most part people stick to biped and CAT that have them built in, still good info to know. You can even go stretchy limbs if you really want to go nuts. The way biped handles IK is different than standard IK. It's all handled on a single set of bones there aren't multiple rigs with blending and snapping.…
I usually put one or two extra joints along the lower arm, and use them to taper the wrist twist, otherwise you get the "bowtie" that dproeder mentioned. In Maya you can do this and still use IK's. Might be possible in Max to do the same?
on the subject - there's an combined FK/IK solver plugin available for max so you can get biped like functionality on a standard bone chain.. (Biped's been around since max 2) dproeder It's standard practice to make use of things like biped/CAT/Puppetshop/and so on to drive your actual deformation rig. Keeping a layer of…
You're still doing this: [ame="http://www.youtube.com/watch?v=kpKdXS_1XlI"]FRIENDS - The Giant Poking Device - YouTube[/ame] Even if you use the align tool on the wrist to move its position to a point and the bicep and forearm scale allows you to get there, it won't match rotation. It also, throws your elbow out of whack.…