Animation Skeleton Standards?

Well there has never been a “standard” as to naming convention or hierarchy construction but there has been advancement in control features that has made animation management much easier. For example Motionbuilder works based on the ability to characterize a rig in such a manner that different means of control can be added to the hierarchy by extension. An auto rig for example can be applied were animations can easily be re-targeted from one character to another with in the same environment. Relationship constraints can also be built where the use of MoCap APIs can be attached with ease and the hardware supplier usually supplies as a drag and drop option.

As an opinion I believe this is the direction Epic is heading as far as their basic Epic rig goes as feature additions like re-targeting and auto-rig features makes little sense as to being able to animate with in UE4 as compared to the ability to characterize “any” rig imported into UE4 regardless of the naming convention used.