The first part of the skinning is not really one since the armour parts do not need variable influences compared to the inflections of the bones.
They are satisfied to follow the static movements of those.
Hide the objects other than the armour parts.
We will bind ("link") the parts to the bone using the function Select And Link.
Bind the parts of the legs to the bone Tibia, the part of the thigh to the bone Femur, the part of shoulder to the bone Bras and the armour of bust to the bone Vertebrae 02.
Activate Animation mode and advance the Animation Bar.
Select the Femur bone and rotate it in Local mode bend the leg as opposite, the same way for the bone Tibia. The all of the parts follow the movement of the bones well.
Max will use less resources to bind an object directly to a bone in a rigid way than to associate it with modify Skin with 100% of influence.
Visually the result is the same but not in terms of performance, effectiveness and resources
When we animate in max, this creates animation keys, we can view and handle them in the Track View.
This window represents the tree structure on the left of the screen with the handling types associated with each object (rotation, translation, scale etc).
On right-hand side we see the corresponding tracks with the recorded animation keys (gray rounds).
As with the Schematic View we can customize the information shown, making visible only the animated and visible objects for example.
By selecting the Objects icon and right clicking, chose Expand All, that allows to see all the tracks of all the animated objects.
With frame 0, the character is in neutral position and with the frame 1 for example the leg is bent like above.
We can copy keys by selecting them then by holding shift, move them to another frame.
We can thus give the bone zero rotation while copying the key of the frame 0 from the frame 1 for example.
We can also select the keys and erase them.
Now moving on to the serious things with the skinning of clothing. Show only the clothing and the skeleton.
Place a Modifier of Editable Poly then add a Skin Modifier of to it.
Thus the skinning will be made only on our object in LPM (low poly model or low definition) then smoothed at the end.
In Skin Modifier, add the bones which will influence the clothing.
Use Edit Envelopes for each bone and activate the Relative mode in Properties Envelope.