Pants Not Rigging correctly to skeleton of Character Mesh

Hello everyone !

I am having a hard time rigging the pants correctly to the character. The problem is; I have the character skeleton and the mesh of the pants as Separate files and did Not export Together as one mesh into FBX. Therefore I am having a hard time incorporating the pants into the skeleton of the character. In the attached images below, skeleton of the character is shown in attached file “character skeleton”, attached file for pants are shown in “pants.jpg”, attached file “character view-port” shows how it looks when the two meshes are attached in the view-port of the character blueprint and and last attached file “character animation” show how they don’t rig correctly when the animation blueprint is turned on. I looked at Several videos and the “Master Pose” component does Not work for me. Could anyone please help me with this ??? Both these meshes have been constructed in C4D. I would Prefer if the pants and the skeleton are part of the Same Skeleton and I am open to using blender or Maya to make export them as One (1) mesh if necessary so that I can rig the bones of the skeleton with the pants attached simultaneously but I need some guidance with those steps as well.

Really Getting Stuck with This for a Long Time. Pleeeeaaaase Helppppp !!!

How it looks in the viewport is irrelevant. For skeletal mesh that will never look right unless you actually animate the pants in the viewport too.

I had some issues aligning this correctly and getting proper deformation so my solution was to not bind the clothing/armor to the characters skeleton, but import them with their own skeletons and then use master pose.

I recommend if the character is yours to bring it back into the 3D program you used 1. Make the pants slightly bigger than the legs and 2. Transfer the weights from the leg mesh into the pants, that will allow them to move together practically the same and avoid things like the leg going over the pants like in your second image.