I have multiple models/meshes that use the same skeleton and skeletal animations. The size and proportions are the same, but the models have their vertices baked in different poses (some are standing with arms straight out, some are sitting with arms by the sides, etc). I know which are which when I load them. As I have been reading, I cannot use setBindingPose() to remedy this situation because the skeletal animation system would not "unapply" the baked-in pose before applying the animation. Is this correct or can the binding pose somehow be used to remedy this?
As far as I can tell the way to remedy this is to move the vertices while loading the mesh to make them align to the standard skeleton binding pose. Is this the only way? Is there an Ogre feature to facilitate this like a sequence of setBindingPose(); move bones; and then rebakeVertices() (hypothetical)