I have been using Max in several jobs, and yep, a neck saver. I like it. I think there are better toold for hardcore organic modeling tho
@christian, u didnt answer some of my questions...but ok.
Vermeer, From what I've read on the Panda plugin, it cannot export animation made with Biped. The teacher will go very fast on this (since where not going to be animator but Level Designer). What format and exporter could you propose for exporting to IRRlicht? Is it hard to create a functional IK skeleton rig in 3DS? I've seen an example of biped and it seem to be very easy to use..
Hmmm...I answered that in these forums when dinos where dominating th earth...so i don't blame you...

You can export as FBX, and then reimport as FBX, this way, it gets all converted to bones and skin modifier (the weights one, not the modelling tool). Another way is a pair of plugins(the best probably you need and account in autodesk or sth...if I remember well ) very hard to find and which I doubt they are for every version of max. I do use loads of plugins and scripts for extra functionality but I have done same stuff with no help, as Max can do. It all depends if your bosses will allow.
The fbx import export is native, well, native, I mean, it comes with every Max. At least since Max 5 if I yet remember well...I experienced this trick to work pretty well with max 6, not so much with max 5, so guess the years that passed. It has several tricks, but right now a bit tired to go a dig for 'em... basicly you need to be careful on how many features, and how, do you export, and the same with imports. And not only with FBX, also with any format. Pand and x are quite complex to handle, but are totally functional once digged all the issues. probably der_ton's md5 export for max, once known certain tiny detail in export, is way way more problem free, but no md5 import for irrlicht. You may want to try b3d export , that called Pipeline, updated recently. B3d is less problematic than x. Both work in Max+irrlicht.
This means : 1)
Biped : resize bones and shapes to fit my mesh
Rig : I have to create all the bones by hand, inside my mesh, and link them
er...I basically agree with much of what you say, but can't avoid to commetn something....yup, but biped has some limitations, and, at least in older (sometime since last job as sort of animator) versions than 2008, 9, 8... it was the curves for handling the interpolation... Way more controllable the ones of Max standard than the ones bibed generate. A collection of other weirderness happen to in certain very deep matters, though which are important doing serious stuff.
Yet tho, is very fast tool, have all cosntraints /limits done for you (not allways an advantage).
2)
Biped : adjust the envelopes to fit the vertices of the model
Rigging : adjust the envelopes and check parental nodes of each
Biped, for non toon animations, but realistic ones, needs, as every organic thing, very careful per vertex/area weighting(and I even prefer lasso tweaking than weight painting. Mirroring weights is luckily solid since some versions). Unless it's toon animation, tehn a large percentage of it can be only envelopes.
3)
Biped : Animating can be done using built in features, walking, running etc is built in
rigging : Animating is done by hand, or using plugins but hand is easier and more refined.
I indeed perfer animating from scratch (and often, rigging and bones from scratch as well... ) The prebuilt animations is something too much limited... imho, of course...