We have an in-progress version of the sintel character in Blender that uses the Interface skeleton standard. The Blender file contains the Interface skeleton and the Sintel mesh. The mesh in aligned with the skeleton however it’s NOT yet skin weighted. That’s coming next or you guys can feel free to skin weight yourselves. We did a simple animation test in blender and maya and got consistent results. That’s a promising indicator for the joint orients. It was a preliminary test, however, and we need to test more thoroughly.
I posted the latest version here.