The history of this plugin is long, and incredibly hard to trace.
It started(?) with BMD Viewer, in C++, then BMDview2 by Thakis The name YAZ0 (https://twitter.com/yaz0r ?) is also linked to even earlier history of this whole thing?
It has a copy on the google code server
I originally saw it in this Discussion thread, which had this Download link
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 too.
Then, because the exportation was really lossy, MaxBMD, a MaxScript variation that require Autodesk3dsMax, was created. It was based on bmdview2pre3 (download source 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 This thread
It was then adapted by Niacdoial (me) from Avatarus-One's version on Github 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, which most PCs do)