Select the biped. > Motion panel > Keyframing Tools rollout
Use controls on the Keyframing Tools rollout to clear animation on a biped or selected parts, mirror biped animation, and cause the Neck to rotate in body space rather than parent space. You can also bend the horizontal center of mass track around a selected horizontal key.
By default, 3ds Max uses an optimized method for key storage. For example, keys for the fingers, hand, forearm, and upper arm are stored in the Clavicle transform track. If you prefer instead to have a transform track available for each arm object, use the Separate Tracks group to make these transform tracks available; transform tracks are displayed in Track View.
Tip: Separate Tracks are designed to be used with forward-kinematic (FK) rotations. Using the Move tool to change the position of a biped limb with Separate Tracks requires that you turn on Set Parents Mode. If Set Parents Mode is off, then the limb you move is stored relative to its parent objects, and the new parent positions are not stored. The parent objects will snap back to their originally stored location. Turning on Set Parents Mode ensures that the position of the entire biped limb is stored.
Note: Separate Tracks are intended to be used as a preference. It is better to turn them on once for the tracks you plan to edit by hand. Turning off Separate Tracks that are currently on causes a key to be stored for every biped object in the limb for the frames where any biped keys previously existed.
Example: Use separate finger tracks to create a clenching fist:
Create a Biped with five fingers that have three joints apiece.
Go to frame 30, move the hand up and forward, and then set a planted key.
Go to frame 40, set a free key (this will have IK on by default), select the pivot at the base of the hand (only hand pivots are present, not finger pivots), and reset the key.
Animate each finger individually, so they curl up one at a time.

Enable Subanims—Enables Biped subanims. For more information about Biped subanims, see Using Controllers
Manipulate Subanims—Modifies Biped subanims. For more information about Biped subanims, see Using Controllers
Clear Selected Tracks—Removes all keys and constraints from the selected objects and tracks.
Clear All Animation—Removes all keys and constraints from the biped.
Mirror—Mirrors the entire biped animation.
Set Multiple Keys— Select keys using filters or apply a rotational increment to selected keys. Use this to change periodic motion keys in Track
View. Displays the Set Multiple Keys dialog
Set Parents Mode—When a limb key is created, keys are created for the parent objects also, provided Set Parents Mode is turned on. Use Set
Parents Mode when you turn on Separate FK Tracks.
Set Parents Mode stores the position of the entire limb when a biped limb is moved using inverse kinematics instead of rotated using forward kinematics. For example, if Set Parents Mode is off and Separate Tracks are turned on for the biped arms, then the arm will snap back to its original position if you transform the biped hand.
If Separate Tracks are turned on for a biped body part, then turn on Set Parents Mode. This lets you use the Move transform to position the biped limbs.
Note: Separate Tracks adds biped object transform tracks.
Anchor Right Arm, Left Arm, Right Leg, Left Leg—Let you temporarily fix the location and orientation of hands and feet. Use anchors when you are setting up animation with
inverse kinematics object space, in which the arm or leg follows an object in the scene. Anchors ensure that the arm or leg
keeps its alignment until you set the second key that establishes the object-space sequence.
Tip: An alternative to anchors is to use Set Planted Key on the Key Info rollout. When you use Set Planted Key, the limb is positioned to the previous IK key (Join To Previous IK Key).
Show All in Track View—Shows all the curves for the options in the Keyframing rollout in the track view.
By default, character studio stores a finger, hand, forearm, and upper-arm key in the Clavicle track. The toe, foot, and calf keys are stored in the thigh track. This optimized approach to key storage works well in most cases. If you need extra tracks, turn them on for a specific biped body part. For example, turn on Arms if you plan to create extensive finger-hand animation; if an arm key is deleted, it will not affect the finger-hand keys.
You must turn on Set Parents Mode for these toggles to take effect.
Arms—Turn on to create separate transform tracks for the finger, hand, forearm, and upper arm.
By default, there is one finger track per hand. All finger keys are stored in the Finger0 transform track, the first link of the biped thumb.
Neck—Turn on to create separate transform tracks for the neck links.
Legs—Turn on to create separate toe, foot, and calf transform tracks.
Tail—Turn on to create separate transform tracks for each tail link.
Fingers—Turn on to create separate transform tracks for fingers.
Spine—Turn on to create separate spine transform tracks.
Toes—Turn on to create separate transform tracks for toes.
Ponytail 1—Turn on to create separate ponytail 1 transform tracks.
Ponytail 2—Turn on to create separate ponytail 2 transform tracks.