Hi Timous; don't worry, first tries [almost] never are. The way to go is just step by step, with progressive challenges.
There is a very important part to have an animatable character: the rigging. Rigging usually consists of creating bone chains (or a byped object, which can be considered a ready-made, humanoid-like bone chain), assigning and weighting vertices to bones, optionally creating animation controls to make complex bone transformations easier, and testing to see if the bones and deformations are working properly.
The more time you spend making an intuitive rig, the easier it'll be to animate the character - take care, however, that the mesh will only properly deform if it's been properly modelled, with
special geometry in critical parts* such as elbows
and knees**, and proper use of edge loops.
I suggest you seek some video tutorials; in my opinion they're the best way to learn about this subject. Also don't forget 3DS Max's own documentation, which is very good. You can search these terms in it (preferably in the order presented): bones, skin, hi-solver, constraints, byped, physique.
* Image taken from
poopinmymouth.com
** Image taken from X-Cloud's free Swordmaster tutorial.