Hi @PapaJetEngine, welcome to the forum!
Good to know you are building your own rig. The R2.2 works fine, the 2.3 has only a few additions, but in essence they are pretty similar.
PapaJetEngine but I keep seeing the Armature field in the blender add-on empty.
Are you referring to the field in the Armature node
?
That field should be used to select the working armature in blender. You can use any armature you like there. What the node will do is to assign any incoming message with datatarget Q
(Quaternion rotation) to the bone with the same name.
So if yo change the nameof the bones of your armature to match those of the default chordata avatar you should be able to directly control it.
You can use the Dump node
to inspect the messages coming from the notochord.
This is a simplification of the process, things can get more complicated it the armature you want to use differs in bonecount, or bone distribution from chordata's default biped one. If that's the case give me more details and we will try to guide you. In that context @Dodo2207's script might come handy (by the way, you can find it here)