Use standard 3ds Max scale transforms to adjust a biped's posture by scaling the size of its links. You must be in Figure mode to scale the biped links. If you try to scale a biped without going into Figure mode, nothing happens.
As with rotation, when you scale biped links, Biped constrains the transform to use the link's Local coordinate system. The position of other biped links can change so they remain attached to the resized link. If you shorten the thigh, the calf and ankle will maintain their size, but change their position.
To scale a link, select any scale icon from the Scale flyout on the Main Toolbar. When you select a body part to scale, use the Transform gizmo to scale along one axis at a time.
If your character is symmetrical, select body parts in pairs and scale them at the same time.
Select one body part and then click Symmetrical in the Track Selection rollout. Now both are selected.
You can also scale one and then use Copy Posture and Paste Posture Opposite from the Copy/Paste rollout. This approach ensures
symmetry in your character.
Tip: Use the Page Up and Page Down keys to move through your hierarchy as you work. For example, after you scale the thighs, press Page Down to select the calves.
Tip: Scaling the biped limbs to fit snugly to the mesh will help when Physique is used to associate the mesh with the biped. The Bounding Box option uses biped limb dimensions to size the envelopes. This saves time when you adjust envelopes in Physique.