Joe T.E., on 29 June 2015 - 08:49 PM, said:
In theory, it should. But there's a slight problem. When hkxcmd converts Generations animations into the kf format, the kf animations only work properly if the model (and its skeleton) were imported into 3DS Max in Y-up format (having the model in Y-Up also makes exporting animations to the .hkx format less of a hassle, in my opinion.)
The .model importing script included with SonicGlvl imports models (and skeletons) in the Z-up format (which is the format 3DS Max uses by default, and also the format expected when importing models into the game via SonicGlvl.)
To make things a bit easier, I made an edit to the newest .model importing script. This edited script imports models in Y-up format (thus making them compatible with hkxcmd's .kf animations.) You'll need to re-import the 360 Unleashed Sonic with this script before trying to import any .kf animations you make. Also, this alternate script should only be used for animation viewing/editing (the default script should still be used when making/editing models to import into the game via SonicGlvl.)
Thanks for the help and the script! Will test it right away.
Although, before seeying this reply, I worked hard on getting the animations to work. I opened the 360 model on Max and converted Zoney's animations to .kf, and so the animation pops up! But as expected, it brings some errors that can't be fixed by re-dragging the animation file again. So I installed .SMD Exporter and exported the model and skeleton so I could open it in fragMotion, and so exported the animation sequence as .SMD too (fragMotion uses .SMD as animation files).
The results were this:

The left hand was re-positioned by me, it was wide open like on T-pose.
So it seems to work pretty well for now, but I will try testing with the edited script too!
What worries me a bit is that comparing this animation (sn_jet_loop) to Zoney's latest video (Sonic Unleashed Shaders), I see it has some different movement, or maybe it's just me.
Has Zoney updated his model after the release of the model mod?
EDIT:
I tried exporting this time SN_JOG_LOOP, the animation went without a single error!
This post has been edited by XChaos: 29 June 2015 - 11:24 PM