Definitely agree with . Blender does a lot of good things but have several serious design flaws since day one. The UI overhaul since 2.5 was a step in the right direction. From a rigging and animation standpoint, I love how Blender decouples rigging and animation in the scene so you never risk breaking the bind pose. However, Blender’s weight painting system and constraints are backwards. There are several flaws in how constraints evaluate, doing cross hierarchy constraints sometimes evaluates erratically or not even as expected. Try using Child Of constraint, which is similar to Maya’s Parent constraint, and you’ll notice it doesn’t work half of the time.
I can understand the love for Blender, but be careful to not let it blind you. I’m amazed that it took a community effort of documentary styled videos to prove the point that the user interface had serious problems. Problems that had been pointed out for years. This delay took time because some of the core Blender developers were prideful in Blender’s design and couldn’t admit it had problems. Luckily, they have become more humble since the last overhaul and Blender is gaining a lot of momentum.
You will help the development of Blender much more with tough love, knowing what its limitations are. I really like Blender and always bring it up as a good alternative, but it saddens me when community members claims that it’s better without substantial arguments of why. Blender, Maya, Modo and other applications are just tools for the job. There is no reason to get attached to them.