A tedious aspect of animation is rigging setting up. A useful auto-rig set up for a bipedal character is rig-o-matic.
http://www.3dcentral.com/rigomatic/rigomatic.html (external link)
I found a couple of caveats. The hands may not fit into the geometry, its a quick job though to disconnect the hand joints, orientate correctly within the geometry then mirror these to use as a guide for the other side.
i.e unparent nameL_BoundWrist from name_LElbow
mirror joints to the right side, use these has a guide to reorientate the joints below nameR_BoundWrist.
put back nameL_BoundWrist under name_LElbow when done