Hey, that worked out pretty well! I'm still having trouble attaching animations to the humanoid character models as they have different body parts spread across multiple DAE files, but this does seem to be a step in the right direction.
Firstly though, this does seem to function just perfectly when using any fully "assembled" character models. For instance,
I tested this out with the "ProxyMesh_Lizards_Hero_Male_Fullbody" DAE file as the base and applied the lizard's run cycle to it as an action in Blender without any issue.
Unfortunately, I can't get the same to work if I want to swap out any of the interchangeable body parts (such as the head).
The main difficulty seems to be with simply "assembling" all the body parts while keeping the armature intact. Importing all the files in Blender, even with "Find bone chains" option toggled, seems to create numerous separate armatures. I've tried correcting the hierarchy manually, but this never seems to play nice with the animation. I've even gone as far as recompiling my edits into a GR2 and using that for the skeleton file in the converter.
It *almost* worked in Maya. I'm probably just doing something wrong here, but anyways.
Still, huge thanks!