Ships Ship rigs and runtime animation
- Studio
- Studio Wildcard
- Project
- ARK: Survival AscendedGenesis
- Stack
- Maya, Unreal, Houdini, Python
- Authored
- Brigantine and galleon rigs, shared components, custom LODs
- Runtime
- Sail wind math, rope and yard procedural animation, Animation Blueprint logic
Four ship types with varying sail configurations, all responding to a weather system that was new to the project. Animation had to be attractive, accurate, and clearly legible so that a player could read the sea conditions at a glance. I scoped the approach and built the brigantine first: Maya rigs, the authored animation sets, Animation Blueprint logic, and runtime physics. All of it had to stay cheap: custom LODs out of Houdini, capped bone counts and skin influence limits, and graph evaluation skipped depending on the ship's state. The rigging components went into our in-house toolset so the other ships could be built the same way. That approach carried onto the sloop, galleon and trireme.