Briefly - You can animate with Biped in max to your heart's content. But once you've finished your animations you must convert (in Max export file options) the file to Filmbox - or fbx. This gets rid of the Biped modifier and replaces it with the Max bones and skin stuff.
You then re-import the newly made FBX filet back into Max - you will have lost the softer vertex blending that biped has and will find your model a little more rigidly skinned but it's not too much of a problem.
You should then see a small cube root node at the feet of the character - move this upto the middle of the character or else your collision sphere will be half below the floor.
You can then just export it all as a b3d file using the Pipeline. It should work no problem then.
You then re-import the newly made FBX filet back into Max - you will have lost the softer vertex blending that biped has and will find your model a little more rigidly skinned but it's not too much of a problem.
You should then see a small cube root node at the feet of the character - move this upto the middle of the character or else your collision sphere will be half below the floor.
You can then just export it all as a b3d file using the Pipeline. It should work no problem then.