I've tried animating in maya and exporting the animation to .bvh as you described, however I run into the following error: The bone that gets animated is moved/translated to the location of its parent bone, so if I animate mWrist for example, it gets translated to the point of rotation of mElbow:
Before animating mWristRight:
After animating mWristRight:
The rotation works fine, however it seems like the script generates wrong bone offsets or something like that.
I used the standard bento skeleton for animation and the maya BVH exporter script. I followed your steps and froze transform on the skeleton so the bone rotation would be correct (y-up). I also added effector bones.
I'm using Maya 2016, Y-axis is set to up and units are centimeters. The viewer I used to upload the animation was 5.0.0.320160
Here's the animation: https://my.mixtape.moe/dcfmdx.bvh
If someone could point out what went wrong I'd be insanely grateful, because at this point I have no clue whether the issue is with my setup, with the script or with the viewer.