this project was for goal to import nintendo GC/Wii ".bmd" 3D models, using blender (https://blender.org)
The history of this plugin is long, and incredibly hard to trace.
It started with BMD Viewer from YAZ0 (just where is this person's home page?), in C++, then BMDview2 by thakis (https://github.com/nico)
it has a copy on the google code server (http://code.google.com/p/bmdview2/)
Originally I saw it from this discussion thread: http://www.emutalk.net/threads/54262-BMDView2-Linux?p=447701
And that had this download link: http://dl.dropbox.com/u/21757902/bmdview2.tar.gz
An older Readme.txt file that was found from a file BMDview2.rar said:
latest version of BMD View 2 at
http://emutalk.net/showthread.php?t=26919&page=18
[...]
The official emutalk thread for this program can be found at
http://www.emutalk.net/showthread.php?t=26062 (part 1), and at
http://emutalk.net/showthread.php?t=26919 (part 2).
Oh, and it is here (http://www.vg-resource.com/thread-21121.html) too.
then, because the exportation was really lossy, MaxBMD, a MaxScript variation that used 3dsMax from Autodesk, was created. It was based on bmdview2pre3 (homepage at http://amnoid.de/gc/ download source at http://www.emutalk.net/showthread.php?t=26919&page=39) by thakis. it still had a lot of bugs, and a LOT of different branches. Plus 3dsMax is expensive, And (from my perspective) maxscript is hard to debug due to the need to reboot 3dsMax (a several-minutes process) after each modification. the discussion where it originaly(?) appeared is here: http://www.emutalk.net/threads/44490
It was then adapted by Niacdoial (me) from Avatarus-One's version on Github(https://github.com/Avatarus-one/MaxBMD/) and a bit of the latest BMDView2 program (and planning to use more of it for better materials) to use blender instead (plus, it is a python plug-in, so that language is far easier to debug, and robust IDEs exist)
Finally, the current verion (BleMD) is part of a no-admin-needed pipeline (if you have the right C++ libraries (most PCs do))