For decades, efficient real-time skinning methods have played a crucial role in animating character rigs for visual effects and games. These methods remain a fundamental component of modern applications. However, animatable digital asset creation predominantly remains a manual process. Current automated tools often fall short of delivering the desired level of quality for intricate and complex geometries, requiring manual touch-ups. We propose a fully automatic and robust method for generating high quality skinning weights given a user-provided skeleton and mesh in A- or T-pose. Notably, our approach provides direct sparsity controls, limiting the number of bone influences per vertex, which is essential for efficient asset creation for large-scale mobile experiences with multiple concurrent users. Our method additionally addresses the need for level-of-detail (LoD) variations in performance-sensitive applications, which are exacerbated on mobile platforms. By optimizing weights in space rather than on discrete points, we enable a single optimization result to be seamlessly applied to all levels of detail of that asset or even variations of that asset. To achieve this, we introduce a novel parameterized family of functions called SkinCells. We demonstrate how our automatic method is able to robustly compute skinning weights in cases where biharmonic weight computation fails.
View on arXiv@article{larionov2025_2506.14714, title={ SkinCells: Sparse Skinning using Voronoi Cells }, author={ Egor Larionov and Igor Santesteban and Hsiao-yu Chen and Gene Lin and Philipp Herholz and Ryan Goldade and Ladislav Kavan and Doug Roble and Tuur Stuyck }, journal={arXiv preprint arXiv:2506.14714}, year={ 2025 } }