Year: 2026
Type: article
Abstract: For decades, real‐time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor‐intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high‐quality skinning weights from a standard mesh and skeleton in a canonical A‐ or T‐pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex – a critical requirement for maintaining performance in large‐scale mobile environments. Furthermore, we address the challenge of Level‐of‐Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high‐quality results even in complex scenarios where standard biharmonic weight computations fail.
Source: Computer Graphics Forum
DOI: 10.1111/cgf.70381
Language: English
Topic: Human Motion and Animation
Subfield: Control and Systems Engineering
Field: Engineering
Domain: Physical Sciences
Open Access status: green
OpenAlex ID: W4415109447
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