Thanx AP, but essentially this type of question almost makes a better advertising for messiah:Studio, if you think about it. The reason for it is because of the difficulty this would mean to a Maya user, while it is incredibly easy to do that in Messiah. After all I’ve learned about Maya, it would be actually impossible for someone, who doesn’t program plugins, because MEL script can only go so far and even if someone would figure a way to do it with mel, it would be incredible slow and most likely unbelievably uncomfortable to hook up. In Messiah it is all part of the way it works and therefore extremely natural to hook up. No fancy weired steps that require extensive research into several directions, but instead you can simply use all you arleady know about the works (Bone deform and the Shaderflow…that’s all)…and more so you can take this and go how ever far you want to go with it…your creativity is what opens the gate to, well, anywhere you wonna be, anything you wonna see! 
Well, that sounds a little grandious, but essentially it’s not wrong at all. The concept is that everything’s equal and therefore you can use anything with everything, and if logic permits (sometimes even beyond that, hoho), you can just do it. Yeah, yeah, of course that just goes for what we’ve got in there so far, but there’s more to come in a few weeks from now. I have to finally get my act together regarding tutorials and demos and such, but I’ve actually been working on projects (music videos and commercials) with messiah:Studio, which turned out instantly successful and are yet another proof that we are on the right track. All of those projects didn’t even require me to write anything new, which also bothered me a little bit, because I really love when new things come through a direct purpose. But in the meantime we actually began to finish up another great section, which I will keep a secret for just a bit longer…hehe…it’ll be loads and loads of fun and I can’t wait to put that into the next projects as well…you’ll see…it’s beyond characters, that’s all I’m gonna say. 
However, for our Maya users: All you need to do is create some kind of handle (like a bone for instance), make it a muscle bone (with a target to point to and something that maintains the virtual volume of that handle), blend between the coordinate systems of handle and target and map any texture to it and have this effect the displacement. Then you got it!
…kind of…then it’s a bit more blending and a bit more finesse with the mapping principles and the combining blending between instances and of course instancing itself as well…but yeah…that’s basically all…took me three days to figure out and finish up. 