Hi there!
Glad to hear you got it sorted.
Looked like a fun project, congrats for finishing it!
Our next tutorial will be on the subject of getting the simulated skin blended with the animated skin because it gets asked a lot. The answer is really pretty simple. For people reading the thread, this topic was also brought up here:
https://community.zivadynamics.com/d/287-muscling-tigr
Just as a side note, I think it's worth clarifying the wrap/warp distinction because I see this mix up a little bit.
I noticed your thread title is 'mesh warp' which is actually something different to what's been described here.
A warp, with the a before the r, is the process of fitting the anatomy of character_b to character_a. In this case, the meshes (and potentially also the joints etc) of character_b are 'warped' to character_a.
A wrap, with the r before the a, is the process of making the deformations of mesh_a, drive mesh_b. In this case mesh_b is 'wrapped' to mesh_a. Maya's wrap deformer looks something like this:
For each point on mesh_b, find the closest triangle on mesh_a
Build a transform matrix from that triangle, and transform the point by that matrix
Sorry if this labours the point but there is some confusion out there so I thought it was worth noting it down. 🙂