The hierarchical workflow is very powerful as well. In some ways I prefer it to the node based history system in Maya.
You create effectors (like modifiers in max) and they effect all object below them in the hierarchy. Like the stack in max you can collapse the tree into a single object baking in all the effectors.
What I like about this system is that it's more persistent and stable then then Maya's history system which must be deleted frequently.
What I mean by this is you can keep things in the stack or hierarchy without starting to get stability issues so you don't have to commit to things by collapsing the stack or hierarchy until absolutely necessary. Whereas with maya's node history system things get unstable relatively quickly forcing you to delete the history and commit before you might really want too.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 31-12-2012 at 02:01 PM.