Hello everyone
My two cents
Sorry Pilou and Michael, but I think you're both right and also both wrong regarding Matadem's request.
Indeed, as Michael regularly points out, MOI isn't a mesh modeler.
I often use the example of 2D bitamp versus vector graphics to explain the difference between mesh and NURBS.
Photoshop doesn't do what Illustrator does, and vice versa. For purists of open-source software, there's GIMP/Inkscape...
Of course, some developers are working to have the best of both worlds in a single program, but they are still two different approaches.
The risk is confusing users who might think that mesh and NURBS are exactly the same thing. But that's wrong.
However, what Pilou is saying isn't entirely wrong.
Indeed, exporting as a mesh might be a solution for what Matadem wants to do. Exporting to OBJ or STL in Moi3D is very powerful, but it needs to be configured more precisely than Pilou suggests.
You should reread this section of the documentation and test all options:
https://moi3d.com/4.0/docs/moi_command_reference11.htm#meshdialog
You need to configure the angle, "Divide larger than", "Avoid smaller than", and "Aspect ratio". This allows you to obtain a much better mesh.
Result is very clean.
However, be aware that even if the resulting file can be imported into Moi3D, the output is very large for Moi3D, which isn't designed to handle such large meshes.
You then need to take over with another tool.
Matadem's request isn't for a "smooth" output because in the tutorial video he linked to, we can clearly see that the optimization uses a dense and imperfect mesh object.
Further on in the tutorial, after optimization of the mesh shape, there is a reverse engineering and a new Nurbs modeling.