Kill me. That’s my response to stair walks. Firstly, I started with basic movement until I achieved a consistent movement from the zombie. Like the walk cycle, I found that getting the key poses correct was initially challenging until I got comfortable with the movements, yet the biggest challenge was cycling the movement. It wasn’t a matter of simply getting the movement to loop rather than ensuring the scaling of the steps was consistent too.
The character would clip through the stair geometry and so I rebuilt the steps to scale and attempted to make a ball bounce with a consistent motion up the steps. Speaking to the team, it seemed there was a constant doubling of translations, causing the ball to keep going forward in an increasing speed, causing the clipping. Upon inspecting of the zombie, people were skeptical and my conclusion ran into the ground, or in the this case, into the steps.
Due to my time limitations, I decided to focus on simply getting the character up the stairs so that the animated existed and wasn’t abandoned.
I managed to key frame the feet to the steps but luckily (as I didn’t want to abandon the cycle), I was able to get the arm movements to cycle.