Modify default player biped skeleton proportions in Max before export and use the default player animations

Lets say i make a steampunk robot mesh and want to use the default player skeleton i have in Max 2017 and want to modify the biped proportions in the scene to match the robot.Since the biped bones will remain the same,except that i scaled and moved them a bit ,the robot can export and use the default player animations without problem,right?