Hi Nan, re: transfer models from blender to MoI - if you have a sub-d model in Blender then that plugin you found won't be the best way to transfer. It was written before there was a sub-d conversion mechanism built into MoI which is new in MoI version 4.
Instead what you should do is export your base level sub-d control cage in Blender out to an .obj file and then in MoI use the SubD > Create > From File command to import the sub-d cage which will generate a smooth NURBS surface result from the limit surface.
re: Show points - in MoI you can only use "Show pts" on joined surfaces on certain cases - where the control points of the "underlying surfaces" for each face align with each other.
If surfaces are joined at an edge that is an arbitrary trim edge rather than a natural edge of the underlying surface then you can't turn on points because it would be too easy to open up a hole in the object.
You can always turn on control points on an individual surface though, so you can use Edit > Separate on an object to break it into individual separate surfaces and then use show points on those.
There is some more information and description of this particular issue with illustrations to try and explain how "underlying surfaces" and trim boundaries work in NURBS modeling in the FAQ here:
http://moi3d.com/wiki/FAQ#Q:_Why_does_show_points_work_for_some_objects_but_not_others.3F
In general surface control point editing is not a focus area for MoI. MoI is more focused on construction of shapes from 2D profile curves. If you want to form pieces by editing surface control points like you would do in Blender, it's better do that work inside Blender on a sub-d model and then bring the sub-d model into MoI and not try to do surface control point sculpting type work inside MoI where it's a limited area.
- Michael
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