The funniest thing of all is that I recently bought Topogun as I needed to retopo a character I sculpted entirely in Zbrush.
It happened that two weeks later I saw the video on Vimeo from Paul on how to retopo in Softimage using the shrinkwrap operator in the Animation stack.
And guess what... With Paul's approach I have now basically the same behavior that Topogun has, inside Softimage...
Softimage has more flexibility than any other 3D software out there.
Even with its "poor" SDK.
I have been using Maya more these last couple of years only because I need to deliver my assignments. Try doing a delta shape without a script downloaded from internet... that is just for a start. I am not going get into details of the UI, but it is the worst I ever seen. The only comparable worst with Maya is the old Windows Paint Brush.
As Mirko said, as an artist, you need a TD behind you to get under the hood
Here is a step by step comparision to do the same in Maya vs Softimage. I skipped some obvious steps like parenting, creating the curves for the controls and their respective groups, that are the same for both, so usless to describe them. Only the hardcore ones.
The "dorito approach" in Maya:
1. Duplicate your skin
2. Skin your mesh and weight
3. Make sure you have your mesh with UVs or the controler for the deformation won't constrain to a point on your mesh when it translates. Also make sure when you constrain to a point on the mesh, that point is not sharing to UV coordintates or you constrain will send your controller to the origin of the scene.
4. Make a blendshape with the original skinned mesh.
5. Open the Node Editor
6. Drag and drop from the Outliner the child skinned joint, parent joints and skin cluster to the Node Editor. (Make sure you have turn off the "Only DAG objects" in the outliner or you will never find the skin cluster").
7. Don't select by accident anything else or it will switch the Node editor to display that object or it will add it to your Node Editor window, and you will need to select everything again or clear the unwanted node.
8. In the node editor select the skin cluster node and choose "view connections" to display to which index of the skin cluster the skinned joint is attached.
9. Grab the output of the parent joint and select "Inverse World Matrix" (What kind of name is that??? Jesus...)
10. Plug it in into the skin cluster node. Make sure you select the Prebind World Matrix input and the same index the skinned joint is connected to. Otherwise it may screw your mesh completley.
11. Save before connecting the next one. It is probably that Maya will crash. Or in case you connect to the wrong index cause even if you undo it will screw your mesh.
The same in Softimage
1. Make a clone of your enveloped mesh
2. Envelope your mesh
3. Constrain object to cluster, your controller to the clone mesh. (You don't need to have UVs.)
4. Open the explorer.
5. Select the enveloped child object (you can use any object in Softimage to envelope by the way...) expose the StaticKineState PPG and lock it.
6. Select the parent object and expose the global transform PPG and lock it.
7. Connect the SRT of the Global Transform to the SRT of the StaticKineState.
Switch to Maya after using Softimage???

To create something that does not exist, to exist.