MauricioPC wrote:And how is scripting in Modo? I've heard very little about Modo capabilities of customization by scripting.
How it's good, honestly I don't know, also don't know why I should care about it. Generally, yes, I think I'd be able to automatize some repeatable task, but for home use, don't believe I'll need this.
Here I'll be free to bother you with small story: long time ago, in small gamedev facility where I worked, it was a guy who just liked these, what he called, productivity tools. Max script for this or for that. One day he found another job, and no one wanted to proceed with his work, programmers don't like these 'low level' jobs. So, most of his work vanished, by new version of app, or simply because he wasn't present, scripting became related only to 'can't live without' things. Productivity was the same

, with or without his tools.
Imho, it's all about quality of let's call it, engine. Viewport engine, playback engine, simulation engine, rendering engine, game engine, Fabric engine

If engine under the hood is weak, no one SDK or scripting will help. If it's strong, some way will appear to control this thing, nodes, toolbars, sliders, whatever. Remember Mental Ray's story. In times of well known 'how to match V-Ray interior' thread on CG Talk, Mental Ray was supported by two best nodal systems on the planet (SI and Maya), API, shader writers, what not. V-Ray had old fashion Max's material editor, zero of custom shaders. And we all know who is winner.
Also, I don't believe in 'you can be programmer and artist in same time' story. Artist or programmer, that's it. Everything in between is very risky business. Well, sometime is nice to meet the another side, learn something, but.. just something, when you have time.