I would need the avatar mesh vertex positions during an animation, and what i can find so far is: (and sorry if the terms are wrong, i'm not using any 3D programs, doing it all in matlab)
* SL avatar OBJ file defines the mesh, and the bones of the skeleton are connected graphs there, so easy to find the set of vertices for each bone
* from the bvh files i get the translation and rotation of the bones (though not sure where to find the origo of each bone in the vertex mesh)
* but, i can't find the info how the faces of each bone are stretched during animation, and if i don't stretch them the result is similar to Qavimator, with rigid meshes moving with each bone, and if i just stretch the nearest faces to the mesh boundary, to keep the bone meshes connected, you can guess how weird distortion it causes

In emerald viewer i can dump the custom avatar mesh as OBJ file (though it has connected graphs defined according to the UV map connected components but easy to match them to the mesh from SL site), but i found no way to dump the mesh during an animation.
So the question is
1) Is it possible to dump the vertex positions as OBJ file during an animation with some 3D programs like Blender?
If not, then
2) Would it be possible to dump the mesh during an animation in any viewer? Or would it be easy to add a hack to the viewer code to dump the mesh during an animation?
If not, then
3) Where could I find all the information to calculate the vertex positions during animation? (Missing info: bone origo with respect to the mesh, and the algorithm how the faces are stretched)