If you’ve ever fantasized about simulating a game character at the level of muscles generating forces on bones, here’s an open-source project (in C++ with Java bindings) to show you what that might entail:
Looks like it may be a little to involved to be used in the games or animation field. (They talk about modeling the delay between a nerve impulse and the associated muscle force) They also seem to have a typically C++ overly-complicated build system.
I have had a (simpler) tool something like parts of this in the back of my mind. What I would like to see is the ability to fine-tune surface geometry based on the current muscle load.
Probably. But many simulation techniques that are currently too CPU/GPU intensive to use in real time are used to develop content (in a tool like Blender or Maud) which gets baked into assets used in real time.