Curve skeletons of 3D objects are central to many geometry analysis tasks in the field of computer graphics. A desirable skeleton has to meet at least four requirements: (1) topologically homotopic to the primitive shape, (2) truly well-centred, (3) feature preserving and (4) has a reasonable degree of smoothness. There are at least a couple of difficulties with skeletonization. On the one hand, finding the “best” skeleton is related to visual perception, to some extent, and thus hard to be completely solved by a pure geometric technique. On the other hand, how to exactly characterize the centredness of a skeleton, without a pre-computed medial axis surface, still remains challenging.