I didn't do the survey as I'm not an indie user BUT as a general perspective... Scripts! Scripts scripts scripts. Modo needs scripts. I hope some sort of whitelist or something is being considered for modo indie. Also; I'm pleased to see you posting here on polycount and asking for specific feedback. That's a very good…
Modo Indie and Maya LT share a common restriction, no python scripting. I do not think either of them have the luxury of changing that for obvious reasons. In Maya LT you can have some limited mel scripting, in Modo Indie, a user can create macros and tools from combos of other tools. The neat thing the survey reveals is…
Exactly this, which also sums up my survey response fairly well. I love that Modo Indie exists, but without scripts it feels more like Modo For Hobbyists.
I think Modo Indie (or whatever version they're marketing to game devs) would be more of a success for The Foundry if they just enable poly and scripting restrictions. Who cares about dynamics, animation (even in the full version character anim is still a bitch and you pay extra for a good rig), and rendering. All these…
On the rigging side of things, one of purposes of this survey is to see if external kits are viable (probably as DLC) with Modo Indie. One such kit is the ACS [ame]https://www.youtube.com/watch?v=i20FXD80-XM[/ame] Regarding the scripts, its a tough challenge they face. Like Maya LT they cant toggle on python scripting…
It's the same thing with Maya LT; the lack of Python scripting and plugins is way too big of a loss. Saying those might allow it to compete too effectively with the full version isn't good enough. The problem they're creating is bigger than the problem they're trying to fix. Those are the last people anyone should be…