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I would expect that the plugin would always need to join vertices, if close enough, in order for the tagging and adding of edge modifier to work as expected.
Technically, an SMD file does not store smoothing group info, but rather stores vertex normal info. I am sure Artfunkel knows this. The real trick is to have Blender keep that info, tell Blender to tag the sharp edges, and add that edge split modifier.
:)
The good news is that there are currently efforts underway to add custom normal support to Blender that will fix this issue once and for all.
For the record I'm more for the second option, because it's more likely to keep the UVs intact.
The way I imagined it would work is at some point during the import, a vertex is compared to all others, if one exists at the same coordinates, but has a different normal, then there'd be a vertex in the same poly where it came from that would also have a vertex in the same spot with different normals; selecting both vertices would select an edge which can be marked sharp.
Though I see the problem would be to descern which vertex in the list of vertices corresponds to which in the imported model.
Custom normals offer a far simpler solution (and more reliable - who says that Blender will generate the same normals as seen in the model even with sharp edges correctly applied?) so I'm going to wait for them instead.
Thanks anyway though, I guess the best thing to do is wait then.