Well, you'll at least learn Level Design along with 3D Modeling and how materials and rigging works. It'll also give you a nice intro to 3D animation. I actually learned how to code from PSA before I learned any real languages.
So yeah, it does apply to different areas, but unless you're doing custom stuff it'll only apply to games. I get a lot of practice by making my own models. and programming my own games in a few languages.
If you get into hex and assembly, that will DEFINITELY help you in the long run in tech-related fields. But that road's a pretty long one.
Generally speaking, if you didn't touch the bone you don't need to bake it.
More specifically, all of those bones are of the type that you will never need to bake, excepting the TransN. If you did movement using the TransN, bake it. Otherwise, you're good.
EDIT: I've confirmed that you can actually ADD new stages to SSE without modifying or replacing any. I can tell the game to load a file that normally doesn't exist at all, and it will load perfectly
Terminal hype velocity achieved.
Speaking of things, do you think it would be possible to not activate a flag to use SSE attributes using either actual files or ASM codes? Hmm.
Anyways, SSE editing is another one of those things I never thought I'd see, just like the Clone Engine, haha. I'm watching and waiting eagerly!
Sometimes Cartoon Network makes some really cool stuff. Just ripped a new batch of models today, even TPosed 2 of them. Hopefully they won't take too long to finish.
I'm thinking Wolf for Marceline, and maybe Ganondorf for BMO. Maybe Gumball could go on one of the Mario Bros or the Earthbound kids. I have no idea what to do with Chowder though. With a build like that, maybe Falcon?
I say "resesarch," but pretty much all I really did was brute force a couple of different methods to try and get the model or its materials ingame. None of them really gave the results I wanted.
Also, on another note, in the later versions of Brawlbox, the shader and material format were changed, so the package provided in the OP won't work with BB .68 on and such.
This is probably your problem, since I can't remember if I updated the package or not.
Might it be linked to difficulty level? It's a random shot, but that's something that isn't unilaterally necessary to create an enemy. If choosing an A.I. based on difficulty is something necessary, in the least they would leave a default option in case nothing was chosen.