Automatic Skinning using the Mixed Finite Element Method
Hongcheng Song, Dimitry Kachkovski, Shaimaa Monem, Abraham Kassauhun Negash, David I. W. Levin
TL;DR
This work tackles physics-based character skinning without laborious weight painting by introducing a mixed finite element skinning (MFEM) framework that adds per-element rotation $R_k$ and symmetric deformation $S_k$ variables. By coupling these variables to rig handles and formulating a constrained energy, the method yields a condensed, linear system solvable in a single step per frame for quadratic energies such as ARAP and Co-rotated elasticity, enabling interactive performance. Key contributions include processor-efficient, artifact-reducing skinning, support for heterogeneous materials and collision response, and a practical rotation-clustering strategy that integrates seamlessly with artist workflows. The approach offers a flexible, physics-based alternative to traditional weight-driven skinning with potential for GPU acceleration to close remaining performance gaps while enabling detailed, volume-preserving deformations in real-time pipelines.
Abstract
In this work, we show that exploiting additional variables in a mixed finite element formulation of deformation leads to an efficient physics-based character skinning algorithm. Taking as input, a user-defined rig, we show how to efficiently compute deformations of the character mesh which respect artist-supplied handle positions and orientations, but without requiring complicated constraints on the physics solver, which can cause poor performance. Rather we demonstrate an efficient, user controllable skinning pipeline that can generate compelling character deformations, using a variety of physics material models.
