1. Let's model a skirt. Create an object with large meshes for calculation, and an object with pleats for rendering. Sk3.lwo is the model we'll use for calculating the motion and se3.lwo will be the more detailed object used for rendering. The waist section of the calculation object is defined as a separate surface. Although there is no restriction on the number and the order of points for calculation and rendering, their shapes should be as close as possible.
2. Let's make a body to go under the skirt. Create several objects to make up the body, such as objects for the lower leg, feet, upper leg, etc. Also, make the parts below the knees have a different surface name. This prevents the knees from penetrating the skirts. Cbw2.lwo, cl0.lwo, cl1.lwo, cl2.lwo, cr0.lwo, cr1.lwo, cr2.lwo are the samples.
3. Open Layout. Assemble NULLs set as IK targets for the waist object. Set a pivot point for each joint, and set up IK on the toes for the walking animation. Use Walk.lws to skip this step.
Since the IK information cannot be used by the Motion Designer plug-ins, convert the IK information to key information. Select All Items at all the existing keyframes using Create Motion Key to change the movement generated by Inverse Kinematics into usable motion data in the form of keyframes.
Load the skirt object sk3.lwo, and parent it to the waist object (cbw2.lwo). Now everything is ready for Motion Designer to do its calculations.

4. Open LW_MotionDesigner. Select
the skirt object (sk3.lwo) from the Object panel, and select it as the Target.
5. Then, switch Collision to ON so that each part of the body can hit the skirt and move it.

6. Let's set the parameters for each
surface on Surface panel. The main body section of the skirt (s2) is set as
a flexible cloth. Set a value of 10% for both the Compress Stress and Stretch
Limit functions. These settings most accurately reproduce the motions of a pleated
skirt in movement. Set the other parameters, referring to the picture. Since
the waist section of the skirt (s1) needs to be fixed, set Fixed to ON with
the same settings as s2.

7. Set the collision parameters
for the surface of the body object. A value of 0.02 (2 cm) is set for the Skin
Thickness about the main section (b1). The Skin Thickness (collision distance)
of the parts below the knees is set to 0.04 (4 cm) to prevent the knees from
penetrating the surface of the skirt. And also, set a value of 2 for the Bound
Force.
8. Let's set the wind and the gravity as shown in the picture
on the right. The scene file of the settings from 4 to 8 is mdc10.lws. By loading
this scene and executing LW_MotionDesigner, all of the settings will be automatically
entered.
9. Let's execute the calculation. The number of frames per second (frame/s) needs to be changed to 30 when the motions are relatively complicated. If you are satisfied with the result, save the data in a file. Name the file by using the SAVE MDD button.
10. Go back to Layout and load se3.lwo, the more detailed skirt object to be used for final rendering. Open the Object panel. Select MD_MetaPlug as the displacement plug-in and load the saved MDD file. Then, select the original less detailed skirt object sk3.lwo as the cage object so that the animation is calculated more quickly.
11. Manipulating the time slider should animate the skirt. Now render as you desire.