It may not seem intuitive at first, but once you get to know the basics it gets much more easier because it is consistent all around. Tools and features all well conected between them so as a user, you can actually explore and come up with your own ways to do things. That’s were the power and “intuitiveness” come from. Actually I don’t think any program is really intuitive for you to start doing things without any help the first time… MS Paint maybe
In Houdini, once you learn how to model a simple box with nodes, you can use the same paradigm to start exploring on your own and discover all sorts of different things. Is very, very well thought. Even C4D, which I find quite messy is also consistent in the way you make things, so people just need a good introduction to the software and then they can carry on by themselves.
Blender is incredibly powerful, but is not intuitive at all, and the tools are not well conected between them… things are all over the place and sometimes don’t work as expected. Another example, as of this day we still don’t have a way to use vertex groups directly in the Cycles node trees… Because of that, the results of the Dynamic Paint modifier can’t be used directly by Cycles, we need weird workarounds or external addons. Isn’t that absurd?
- There’s no easy way to break a wall and have it’s shards emit particles that are also rigid bodies… Again, not without weird workarounds. Because particle systems, rigid bodies and softbodies don’t work well together.
Again, as the title of the thread suggests, for Blender to be a good option for motion graphics what needs to be done is a proper connection between features and tools. Is not a matter of adding new and shiny features, is a matter of improve what we already have.