06-reference

p2design monkey rigging livestream

Tue Apr 28 2026 20:00:00 GMT-0400 (Eastern Daylight Time) ·tutorial
blenderriggingarmaturebonesik-fkfoot-rollconstraintsdeformationlivestream

Pierrick Picaut (P2Design) — LIVESTREAM Monkey Rigging in Blender

TL;DR

A 2h40m unscripted livestream where Picaut manually rigs a stylized cartoon monkey (biped-ish, with tail, feathers, claws) from scratch — covering deformation-vs-control bone separation, IK/FK switchable arms, foot-roll mechanics, pole-target-vs-axis-lock for elbow/knee orientation, stretch handling to avoid IK pop, and tail rigging with stretched controllers. This is the closest thing to a free university-level Blender rigging course and is exactly the manual-armature pattern needed for non-humanoid characters where Rigify auto-fit fails.

The video is dated 2018 but the techniques are timeless — bone constraints, IK/FK chains, and pose-mode constraint setup haven’t fundamentally changed in Blender.

Bias / sponsor flags

Mapping against Ray Data Co — what I learned that helps me model Ray in Blender

The deformation-vs-control bone separation (the foundational rigging principle):

Naming + symmetry:

IK chain construction (arm/leg):

  1. Duplicate deformation chain → make FK control chain (parent normally — animator rotates joint by joint)
  2. Duplicate again → make IK control chain. Add IK constraint to the last bone (Ctrl+Shift+C → Inverse Kinematics), set chain length (2 for arm: forearm + upper arm)
  3. The IK target bone must be un-parented from the chain (otherwise = cycle dependency)
  4. Lock rotation axes on the IK constraint so the elbow/knee bends only on the natural axis (e.g., for the elbow, lock X and Y in IK constraint properties → only Z rotates)

Pole target vs axis-lock for elbow/knee orientation (Picaut’s preference):

IK switchable FK (the toggle):

Foot roll rig (the trickiest manual rig):

Stretch handling on IK (avoiding the knee/elbow pop):

Tail rigging (curved chain with controllers per joint):

Per-feather / per-claw rigs (procedural-feel from one rotation):

Quick-rebind tip:

MCP-relevant Blender Python patterns for Ray’s rig:

Cross-references