I'm not great at programming, so I'm going to need a bit of help... I'm trying to make sure this will work with what I'm doing, or if there's alterations that I need to make.
I do animations, and I'm going to end up using Chordata for mocap. So far I've been doing MMD, which in short is "making anime characters move/dance to music". Keyframing has been my main skill, and because all the models have the same bone structure (titled "Semistandard bones"), you can easily import motions that other users have created to any model you want. Because this was a program and idea begun in Japan, the bone names all are in Japanese, but the names are standard and I can translate them. I just want to double check that these models would work with the mocap data I get from Chordata.
Basically the principle bone is called the MotherBone, and it controls the entire location of the model. It's "position" is right between the feet, extended up to the waist area. The child of that is called the Center, and it is positioned from the waist going down to where the Motherbone is. Center sometimes has a Groove bone as its child, and sometimes it just splits into Upper Body and Lower Body. Those are each at the waist and go opposite directions.
Upper Body will either go to Upper Body 2, or it will go directly to the Neck, and then to the Head. Upper Body (or if it's there, UB2) will also be the parent of the Shoulder Bones (right and left), which will lead to Upper Arm, Forearm, and Hand bones (which then go to each finger consisting of 3 bones).
As for the Lower Body, it goes to the Upper Leg, Shin, and Foot Bones, and there are 2 IKs for each foot (Inverse Kinematics). The IKs control the entire movement of the leg. Also if there is a skirt, the skirt bones will be children of the Lower Body bone.
Pictures can be found here of the two normal variants:
https://www.deviantart.com/mmdfakewings18/art/Semi-Bones-353776916
https://www.deviantart.com/mmdfakewings18/art/MMD-Bone-Set-2-DL-283844256
In other cases, there are hair bones and breast bones, but those aren't always present, nor do they matter for me. The thing that does create some conflict are the arm rotation bones. They are point bones, they don't have any direction to them. In the first link, they are the bones on the arms with an X in the middle. The last thing I feel the need to mention is that circular based bones only rotate, square based bones can move or rotate.
Since I don't have much experience with bones and rigging in other programs, I wanted to make sure that I could simply name my bones properly and the data would import to the right bone in the right way, not backwards or at some strange angle due to local VS global data issues.