I didn't want to make another post just going over pretty much the exact same process as my last post so I'm going to talk about some problems I had working on the animations for the lost character. We wanted the lost character to appear in a stair case level walking up the reverse side of the stairs. The first thing I need to work on was the walk cycle for the lost which in itself isn't too much of a problem. The problems I had were to do with the weighting around the crotch of the model where the skirt laid over the top of the body. In the end I completely re-topologised the skirt and added in more verts so that It could deform a little bit better as each leg moved forwards and backwards. In the end it was far from perfect but I had to give up as a few hours went by without any progress, at this point in time I don't understand enough about weighting to get this polished.

You can see that the skirt mesh is being pushed into the body mesh by the bones around it, I've tried for a good while but I can get it to balance out between it not being pushed too far and not being deformed to the right shape.
The second batch of issues I had was when I came to walk on the full animation of the Lost travelling up the stairs in order to achieve this I had to import the stair models into max and create a path for the character to travel along after a couple of tries I had a perfect path laid out and a dummy which travelled along it the right way. The first thing that went wrong was when I applied the path node to the character walk animation the foot prints that it placed automatically went wrong in a few areas and I had to manually place them back in order. Then the second problem was that I had the wrong idea of how to extend an animation relying on the length set in the motion editor, I thought exporting the same number of frames would work, but really it was much simpler and all you have to do is extend the time line at the bottom using the time configuration in the bottom right.
Lastly we were faced with some issues with the scaling, Even though the path I laid out was in exact proportion to the stairs when we imported it into unity and scaled it up, it no longer fit to the same grid. After a lot of tinkering about we couldn't track down the problem and I can only think it is to do with my scale set up in 3DS Max not being the same as unity. We managed to tweak it a bit to fit the stairs and looks pretty good, here is the path with footprints laid out: