Like tendons in an actual body, tendons in Physique link one bone to another. They spread the effect of moving one link to the skin around a different link. Tendons can improve the realism of skin movement when it is animated by Physique.
Basically, a tendon consists of base points that live on a cross section near the skin. A base point is attached to another link on the skeleton that pulls it. As the tendon base point is pulled, it deforms the skin around it. Several parameters control how much the point is pulled in each direction.
You insert the tendon cross section at the location where you want the skin to stretch. You then attach it to the link that influences the movement.
Each link can contain several tendon cross sections, and each control point may be attached to a separate link. In a practical application, however, such as in the area below the armpits, you might have two control points attached to each of the left and right clavicles.
To create and attach a tendon:
Selection Level group, activate
(Link).
(Cross Section).
Rotate tool to rotate the cross section so the control points are positioned in useful places.
(Control Point), then in a viewport, select one or more control points.
To attach a tendon to another link:
Selection Level group, activate
(Control Point) to make it the active selection level.
Click a point to select it; use Ctrl+click to add points to the selection; or drag a rectangular region to select multiple points.
In the viewports, red lines appear showing the tendon's connection from its base to the other link. The skin mesh might also deform as a result of attaching the tendon.

(Link) selection level, select the link that has the tendon you want to remove.