a few of us in the past have created Skeletal Based animations systems which worked similar to Mesh Deformed Animation ... but since i've been making them i've tried 3 different ways to produce them as each particular type.
Probably the best way is a CosSin Distance Position & Angle routine - Take you skeleton (which can be a real object or not, and then Rotate Vertex within an Nth Area * (Distance / Weight) and move based on the same Weighting and Distance.
The actual rotation angle movement should be a Cos for XZ and Sin for YZ movement.
but to answer the original question to my knowlage no one has been able to get MDL working - however MD3 & MD2 no longer crash Pro on loading in 3.1 ... that said in 4.3 they can't be used
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?