Hi Jamie, it's really cool! If you need that functionality it is actually possible to use MoI in combination with NX - just export your model in STEP format out from MoI and then import it into NX and you should be able to use those tools on it.
It's not going to be feasible to have a 100% exact same kind of tool directly built into MoI anytime too soon, it's a quite difficult system to set up.
Not only is it just hard to implement, but also the level of complexity in how it functions is not really a great fit with MoI as well.
I mean that tool is pretty complex - just look at the part of the video where he goes to set it up, he says select the top face of your model, then go to the "parameterization" section of the toolbox and alter some settings there. Then go to the "Pole selection" section of the toolbox and uncheck the "Deselect poles automatically" button, and then the Move method is set to world coordinates out of the 6 different possible move settings under that section. That seems like quite a lot of complex and technical settings that need to be used in order to make this tool work.
On the other hand, simplicity and a streamlined workflow and ease of use are all big priorities for MoI, so it doesn't quite fit in as well with MoI to try and slap in a tool where you have to know what the "Deselect poles automatically" checkbox option in some big control panel does in order to make the tool work... :)
But I do expect to improve MoI's surface control point editing tools in the future - the focus in MoI on that is just on editing one independent surface though and not on editing it while it is an actual part of a solid (because modifying the other parts of the solid to adapt to the change is what is difficult to implement) but that is a kind of generally similar way of shaping things. You can get some of that by control point manipulation in MoI right now - use Edit > Separate to break your surface out from a solid so that it is a single surface, and then use Edit > Show pts to turn on the surface control points.
If you want to deform a plane you need to set up a planar surface that is made up of a bunch of points instead of only 4 corner points in it, see
http://moi3d.com/forum/index.php?webtag=MOI&msg=1313.2
So using that method in MoI you can edit the control points of the surface to shape it how you want, and then you construct the other pieces of the solid like the side walls after you have finished with the control point tweaking.
One thing that is a little bit odd about the type of editing as shown in the video is that if you want a really bendy and swoopy shape it is kind of a bit strange conceptually to start out with an initial shape like a box that has absolutely no relation to the final shape that you're actually trying to achieve. One of the general modeling ideas that I'm trying to pursue with MoI is to try and make it possible to draw the shape that you would like to create more directly somehow using guide curves and things like that.
- Michael