I am trying to apply a bvh animation (CMU) on a mesh, which however does not match the rest pose of the BVH. I understand that one possibility is to modify the mesh so that it does match, but I do not want to go that way. The other possibility is to adjust the rest pose, but that destroys the rest of the animation, since it is defined with respect to the rest pose. I have searched various fora, and some people suggest modifying a particular (frame) pose, and binding the mesh to that pose, and that is exactly what I would love to do, but I don't know how. Each time I try to bind the mesh to the parent armature, it computes the weights with respect to the rest pose, and it does not care at all in what pose the armature is. Can somebody please help me, idealy in foolproof steps?

Thanks in advance,
Libor