Do you mean like using the cape-animation?
and I doubt you can use the 'skirt'-animation if you're gonna make some oversized pants

(would be a cool mod though)
I think one of the features with XSI is that it can create clothes. I assume it has somethingto do with Enveloping and Weightings (since Fred mentioned clothes as an example to explain how it worked - still trying to figure out 100% what they do).
(there's even a Clothes button)
This gives me some ideas...
If you guys can use it, then the link to the topic is located at:
http://www.gametoast.com/index.php?name ... pic&t=2334
But I assume the clothes won't need any animations - unless you add an animated collision mesh

but that means that the unit will 'hit' with its collision more often than a regular, which would make him unable to move through smal passages or hallways... so forget the collision
- Qdin
**EDIT**
I've taken a look at the 'clothing' forces under Simulate in XSI. that's out of my area
I guess I'll have to wait a few years till I can create clothes in XSI
But I think that kind of clothes is more like --- how its volume is affected. it seemed that I could give a cylinder a 'cloth' as Paper, Pizza Dough (yup, Pizza dough) and leather etc.
But I couldn't do much with it

lol
it changed the volume instead
so I'd say you should make a skirt in XSI, and maybe animate it? you can download a Clone Trooper model to XSI from Fred's site (at least last time I checked) and then after you've made the skirt, or whatever you wanna make, then simply delete the unit-model.
Then maybe add it to the game like the Capes is?