See above, help is offered but if that's no good, download this
http://static.secondlife.com/downloads/ ... _files.zip unzip and use any one of the bvh files as the skeleton as suggested.
My preferred workflow though is to do this then export to bvh, edit and add head and wrist movements in Animeeple,
http://www.animeeple.com/ (Animeeple is far far more versatile than Qavimator and it's free)
The output of Animeeple will go straight into SL but I prefer to then take it into BV Hacker
http://davedub.co.uk/bvhacker/ where I remove the T pose, mark the start and end point, crop and knit. Centre and set any !Zero. I also tend to remove the unwanted joints that SL doesn't support, the eyes and the toes although it doesn't seem to cause SL any problem. You'd need to get to grips with Animeeple a bit, one important thing to do is to open the properties of the animation and remove the fix feet check box as it causes knee joint popping which isn't in the output from DMC.
Finally set T pose again under the Prepare menu, save and upload.
That gives me a cleaned up, smooth looping animation for SL