so it's 'real' full body IK, definitively. Got my copy of 601 before few days, still I don't know how to pan a viewport
. So just a few first impressions. There is a good number od control for local rotation limits, stiffness, so on. FBIK don't need to apply to full skeleton, it's possible to have multiple separate solvers. Also FBIK don't need to drive a "final" interpolation, there's what is called 'pose tool'. As name says, 'pose tool'
allows to tweak the joints in a way of Max'es select-and-move. RMB makes a fixed joint, LMB is tweak, really easy to get the pose.You tweak it as FBIK, it playback as FK.
I'd believe it's possible to finally overcome the classic, layered rig from '90s...
Another interesting things I've seen so far, that's Dual Quaterinion skinning. Also some kind of node-driven expression editor, able to deal with vectors and matrices too.
Of course all that is not Maya, but FBIK itself gives enough energy to fight with possible problems.
Renderer.... (at least from my point of view of using MR for years), woooooooooooow, radiosity is miracle.... motion blur is impressive too.
Hair doesn't seem to shine (nicely to say) compared to 3delight, but I didn't even expected this..Would be interesting to render ICE particles with Modo volumes, volume render seems to be faster and nicer too (compared to MR).