Skinning a character to a skeleton
This is a quick and dirty guide to skinning for this assignment. It shows
the steps for skinning the Woody model onto a skeleton with mocap data
for the walking sequence. See the Maya tutorials for further and more
detailed information on character setup.
1. Load the skeleton/mocap data
Open the script editor (Window | General Editors | Script Editor) and
load the bvhimport.mel script. Run the script (Ctrl+Enter) and open
the file Walking.bvh. Once it has finished importing the sequence, return
to the main window and zoom the view out until you see the skeleton.
(The scale of the mocap data is large compared with the default view in Maya.)
Adjust the Playback End Time to 110 (which is the last frame of this particular
clip). Play the animation to see the skeleton walk. Set the current time back
to -20.00 which puts the skeleton in a T-pose.

2. Load the skin/model
We now want to import a model (as opposed to "open"). Goto File | Import
and select woody.mb. This loads the woody model. Notice that there is
already a skeleton inside this model. We want to delete this skeleton.
Select it by rubber-banding around it and press the Delete key.

3. Alignment and binding
Next we need to align the skeleton with the model. In our case, you
can actually get away with either moving the skeleton to the model or
moving the model to the skeleton. (This is because there is only one
translation parameter (connected to the hip) in .bvh files.
The rest are rotations relative to the parent nodes.) You will
probably want to use the top/side/front orthographic views (under Panels)
to help you align it perfectly.
Note that we get lucky here that the woody character has the same
dimensions as the mocap skeleton. In general, the character model
may have different scales, limb sizes, and even number of joints.
Thus, you will have to scale the initial skeleton (e.g. in the t-pose)
to fit the model.

Once they are aligned, use the Outliner to select both the the woody model
and the skeleton. (Note that we don't want to select the bvh_import object
but rather the skeleton hierarchy nested within it.) Then bind them together
(Skin | Bind Skin | Rigid Bind). (Note that you could also do a smooth bind.
The Maya tutorial has more information of the differences between a rigid and
smooth bind.)

Now when you playback the animation, the model will be skinned onto the
skeleton.