I think that is not a simple task, because for the muscles and a skeletal system to behave correctly you would need a real time physical skin/gravity/flesh simulation, but as a workaround you could use shape keys and fake muscle behavior for different poses/animations....for this you will have to use blender and become an anatomist

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But generally speaking (don't want to hijack the post) from experiences I have made recently with "muscles"=shape keys and the problems I've encountered:
The bodies really need an optimization (topology, bone weights...) that allows for better deformations without having to resort to the brute method of further subdividing the mesh, which is a no go in real time environments like game engines.
(up to 100k triangles per naked character model is ok with the current hardware, but the body has to look as realistic as possible).
The face topology needs an update, because it lacks realism and individuality and it's from 2014 like the body mesh. Female characters look ok/sometimes even cute, but males mostly look like from a horror show

The mesh topology should resemble what we see now in DAZ3d as it is the state of the art in human body realism.The uv map layout has to be completely reworked, because the skin stretches too much at the armpits,knees etc.
I don't really know how to do it in a good way as there is lack of space on the texture map (even 4k is not enough). Maybe it would be time to split the skin in multiple textures like CC3 and DAZ3d are doing, so the armpits,knees,butts etc. have more space.
Then we need reference poses for every imaginable limb rotation or body deformation in order to achieve a base for further refinement by creating bone driven shape keys for correct flesh and muscle simulation with different poses (in blender for use in blender or game engines)
With one subdivision applied + some emergency changes of the uv layout + emergency reskinning of the affected areas + some reweighting of some bones + adding some shape keys I was able to make a somehow decent looking female.
The problem is not with standing poses, but when the bones are rotated too much (sitting,arms up,yoga..)
I've been playing around with posing of my character and creations of different muscle shape keys, but it's the part where I'm really struggling as I don't know how the bones are meant to be posed in order to look realistic and my custom made shape keys look somehow off nonetheless, because it's really difficult to make realistically deforming characters. I don't even know how many shape keys I need. (one for each rotation axis doesn't seem to be enough) I've done 5 shape keys for one arm alone and it still doesn't seem to look smooth/ realistic with some poses. I really need some references for poses like arm up, arm back, arm forward, leg forward, leg back, leg to the side + every anatomically correct rotation limit as a base for doing some general shape keys, which are fool proof for every situation without needing "dirty solutions"=too many unnecessary and maybe even redundant shape keys that look off anyway....
I know all the technical sides, but the anatomic part is really difficult to master.
Why is there no cooperation with people like the creator of mb lab or some other "anatomy expert". Something should really happen. At least we need some place and people for exchanging some anatomic/technical knowledge...