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To be honest, I am not sure why you have felt the need to model everything here separately ! Usually the best approach for character animation is to have everything in one (other than objects the character needs to pick up and put down), and not to have any body mesh at all in any area covered by clothing, so that you avoid intersection when later animated. In a model like yours above I would have combined everything into one mesh fairly early on, knowing that it would all need to move as one eventually. The usual workflow is to do that, and use stored selections to access any separate parts during the modeling process.
So I would have made his head, hair and hat all out of a single mesh, and the same for the entire upper body. I can't see what is going on at the top of the trousers but it looks like the legs and shoes could all be a single mesh as well !
It's a little hard to tell from just screenshots (always upload the file, so we can see ALL the topology) but am I right in thinking you have appeared to baked in the subdivision with these separate parts ? If so, that is the wrong approach as well. This should be as low poly a model as possible to describe the shapes, but with enough key loops around joints as are important for animation so things can bend and deform properly, and should use live subdivision. So the sort of topology you are demonstrating in your lowest shot is way too high poly, and makes your job much more difficult and painful than it needs to be when it comes to joining things contiguously.
CBR