Wrap deformers is a way to hook up a high resolution mesh to a low resolution. This is useful because we can save time and resources by not needing to bind and weight paint a high resolution mesh. So the skeleton would control the low poly mesh and in turn the low poly mesh will control the high resolution mesh, letting us work in real time with the low poly while rendering with the high resolution.
1: Take an extra copy of the model that has been provided and seperate the meshes. Mesh > Seperate. Delete history on all the new objects. Be sure to rename all the new objects. The eyes and hat should already be seperate objects. There should be 10 in total named:
3: Now, duplicate mime_lowPoly, and rename the new group to mime_subD.
4: Convert all the objects in the mime_subD group into subdivision models. Modify > Convert > Polygons to SubD. If you have problems converting to subD, you may have to many polygons, in which case, go to the options box and bump up the maximum base mesh faces.
5: Rename the objects under the mime_subD group accordingly:
8: After it's done, group all the meshBase nodes together and rename it to doNotTouch_wraps. Unparent this from the mime_lowPoly group. Now, mime_lowPoly, mime_subD, and doNotTouch_wraps groups should be on the same level. We'll leave it at that until all the skinning is completed.