So i'm fairly new to 3ds max as far as it comes to using it to makes games, though i've known it existed, but I haven't used it much. But i'm trying to work on creating and animating a character for a game i'm making, but i'm having trouble doing that. I tried using one method of rigging where I use dummy objects and outside controls to rig and animate the character, and then use the link tool, but after a bit, whenever I move the arms or body around to test out the movement the character starts abnormally stretching and gets misshapen at his arms/body/legs depending on what i'm trying to rotate/test, and of course I don't want this to happen. I have tried re-linking and linking in different ways, but nothing has work. I tried to use bones, but I have no idea how those work, and I don't really feel like paying money for a course to teach me. Does anyone know any great/industry standard rigging styles/methods I could use? I know a lot of industry standard rigs use high poly meshes, but the current one i'm trying to rig is a low poly mesh, although I would rather to be able to transfer it over if I need to rig a high poly mesh. Also i'm using 3ds max 2018, and I plan on porting this over to unreal engine 4, so it'd have to work with that. Thank you so much for your help!