In Pose Mode, when the skirt is parented to the bones, the character moves but the bones (with the affixed skirt stay fixed. Is there a simple way to make the skirt bones move with the armature?
My initial thought was I’d have to apply transforms to the skirt bones to match the movement on the legs. This however seems a bit laborious and I wonder if there’s a better workflow?
My first thought is… could you use a cloth simulation on the dress?
You can make it that some of a mesh is fabric simulated and other bits aren’t - it’s called pinning. If you make sure that the dress mesh has the armature modifier BEFORE the cloth sim this should be OK (and any subsurfing should be after that)… and make the legs a collision object.
Sure - there could be reason’s that you’re not using a cloth sim - like if it’s a game asset… in which case I’d look at ways you can set up the rig so you don’t have to control every bone in it. Read up on inverse kinematics, etc.
In the end the issue was solved by fixing the bones to the dress. An explanation for how to do this has been posted by Helluvamesh here: Strange mesh issue after weight painting