Turning a skeletal mesh into a physical creature.
A skeletal mesh knows where its bones are. It has no idea what any of them weigh, or how hard they can pull. My solver needs both, so I built an editor workflow for painting mass and muscle onto the rig.
The bit I care about: muscles use authored extension/flexion strength curves, not one constant torque value. Real muscle is weakest at the ends of its range — try holding a dumbbell with your arm fully straight versus at 90°. A single torque number throws that away and gives you a creature with the same strength in every pose, which looks exactly as wrong as it sounds.