Hey Prakash, some examples for you:
Once you have a first pass of animation and muscle/skeleton geometry, you can begin simulation tests on your muscles. The animator can continue to tweak the animation, while the creature TD is working on the muscle sim.
Once you have a first pass on the muscle sim, a second creature TD can begin to iterate on the fascia, while the muscles and animation are still being iterated on.
Likewise, a modeler can be continually making refinements to the muscle model while the animators and TDs are working; Ziva's zBuilder is very good at inheriting geometry changes and rebuilding existing setups accordingly.
For the best efficiency, artists further along in the pipeline get updated with the latest iteration of inputs as soon as they're published.
Hope that helps!