I really love the way that Moi3D menage the conversion of geometry with a bit knowledge you can get out nice sharp edges and smooth surfaces, then after import I join together all parts and I start detailing the model with bevel holes etc.
Here a view of model inside Blender
And here the file converted with Moi3D
and here an other conversion made with moi 4 Vbeta
Hi to all, this is a conversion from subdivision surfaces into Nurbs with Moi3D and the idea behind the sharp edge is substantially the splitting of faces, or the edge do you want to be sharped, because Moi3D has an option in SubD config that make the open border as a corner, but I made many examples for many cases that cover most of situations, but modelling with Blender helps, with the visualization of the edges creases to preview the final result.
I attached the source file of Blender and the obj exported from Blender, without apply the modifiers.
This for me is an extraordinary features, With Blender is simple for me making a fast concept with SubD and then import these geometry unchanged and with the same control points, with a good topology and splitted edge I get out great base shape.
An other test with a simple yacht but now I understood well the basic rules of Moi importer
re:
> When can moi3d subd develop crease of edge functions?
It won't be for v4 but it is something I want to pursue in the future. It can lead to some problems with generating very heavy NURBS surfaces though so it has yet to be seen if it will be practical or not.