how maya imports data and how you have to condition it after import is really a maya issue…besides, there are many issues created by the importers of external apps rather than by blender’s export too…
maya completely ignores the “obj” tag in obj for example ironic considering it’s originators…
that said, fbx support could be much wider in its compatability if autodesk documented it, but they won’t do that as they want to get 3rd parties to sign up to their sdk and agree with their terms and conditions sadly in-compatible with GPL products( but I digress)
as for the candy striping vs paint thru: I’ve shown you how to disable it if you don’t like it, but also feel compelled to point out that the “normal falloff” feature comes from z-brush and was much requested by users as a good thing… it’s not really “blender being unique and random”, it’s blender adopting features from other software by user request which is what you’re advocating isn’t it? arguing what bodypaint does or doesn’t do is a bit pointless isn’t it? blender isn’t bodypaint…
The logic behind that and the weight painting issue grsaaynoel noted is similar-- Blender deals with certain things at a per-face level, and the user should adapt. But I think that in many circumstances, Blender could be a bit more like other packages on the market and could gain mindshare by doing so, which is why I’m interested in where grsaaynoel goes with his list.
it’s not about blender dealing with things one way and the user must adapt, (though historically the inability to customise keymaps has led to much of this feeling)
it’s that any package offering vertex painting will be considered deficient if it doesn’t use per vertexface… it’s not about blender “being different” for the sake of it.
The “issue” is the omission of a “per vertex” paint mode (regardless of how the data is stored internally) but it would be far far worse for blender to have per vertex and not allow per vertex face… it’d be laughed out of town for missing out what is fundamental to vertexpaint being useful for video games… or capturing lighting in vertex colour for example…
these are the same design constraints that other software face and blender has similar solutions when you look at it…
I’ve been in video games for a long time and over the years have used many programs, as far as I can see blender has an awful lot of max, maya, lightwave etc in its design choices, but they’ve not been “straight copied”, rather made to work coherently for blender (at least that’s the idea!)… (there are some nooks and crannies and some old cruft for sure! and lots of places where blender needs improvement and tidying up,
I just needed to refute your assertion that blender development “ignores” the needs of users and willfully makes things obscure and “non-industry standard”… the truth is the industry standard is about capabilities and certain workflows because when you look at it all the implementations are pretty differnt really, only what they are trying to achieve remains constant…