A pretty GUI does not a good animator make.
What Lightwave needs to be acceptable as a creative animation environment is:
- unlimited undo on everything
- fast viewport interaction & playback (not just tumbling)
- a solid method of keying multiple items at once (character sets / quick select sets in Maya)
- a reliable way of editing (moving etc) keyframes
- a robust integrated scripting / expression environment (space switching / dynamic parenting etc)
- a simple and solid constraint system (space switching / dynamic parenting etc)
Let’s face it, character animation itself is fairly simple as far as the actual tools used - create a pose, key the controllers (if you don’t use autokey), repeat until you have created The Incredibles.
What LW currently lacks is the creative freedom to try different things, undo mistakes and manipulate the rigs with speed and fluidity. Personally I think most of it comes down to a totally ingrained application-wide undo system. The number of great animators I’ve seen come from Maya / XSI / whatever who scream and curse in frustration when they can’t undo something they’ve moved / deleted by mistake is scary. Saving often and redoing work isn’t a method that promotes fast creative animation!