And more... While is not blazing fast with some modifiers, it always provided as much complete logic when dealing with them. For example basic things, it can automatically update topology change bellow skin modifier (well not in SI range, but it can) - or, it can capture morpher into separate object and put the new object back into target list. While in Maya, both belongs to to idiotic risky procedures, to this very day. Just tried out the new blend shape editor in latest Maya, and same style of inconsistency is there again - finally it can do smooth (curved) progressive morphing out of the box, but *only* in case of live editing (so, no external shapes), because interpolator seems to be buried into blendshape node in this case..... unbelievable, how they are able to f**k up even basics, to be ten times more complex than building everything from scratch in Houdini or ICE.Bullit wrote:3DsMax is everywhere and survived because they were not elitist - including cost- and because of that openness had always the best render engine for the market. They were on top of GI revolution.
Or, to speak about general, not character related functionality, nice example from Modo forums, how guy got his medical animation in Max. Same in Maya is heavy task for experienced TD.
These days I'm finally getting Maya LT thing, generally I like modeling tools, can live with Maya 'stack' for modeling. But for everyday use, anything more complex is simply bellow civilization standards, can't imagine this in fighting with deadlines. First of all, software who expect *me* to remember its idiotic picking procedures, just to get something to work, instead of explicit guidance like in everywhere else. Then, deformations, and new and new layers of over complicated, but still not complete controls over everything. No go.