Up constraints and offset maps

Hey y'all. Couple of questions. First when I try setting up a character with up vector constraints for my arm chain, the chain always flip-flops the elbows into the opposite direction. I am placing them behind and above where the elbow joint would be. How can I get the up vect constraints to work properly in the chain?
Second, when I try using an offset map in the mixer it only works sometimes. I know there's something I'm over looking but I can't see it yet, how can I fix this? Thanks!

Animator

It is most likly in the way you built the chain. you can go into the upvector constraint and offset it 180 degrees.

Offset maps don't always show instantly (display problem)

-Rafe

Offset map works for kinematic parameters such as position, orientation, scaling, etc..., but to place offsets on constraint attributes, you need to use the "offset key" tool available from the animation mixer. Essentially, it saves a keyframe for the current constraint parameters of your clip in a similar fashion to offset maps. If you want a constant value across the clip, then make sure to set the offset key on the first frame of the clip or else XSI will introduce a second offset keyframe at the end of the clip at it's original values.

speye

by "offset key" are you referring to the "action key" because the only two buttons I see are the "offset map" and "action key". Either way I tried both, following the instructions in the manual and from the Maraffi book and everytime I go the frame of the clip and adjust the objects params and press either button it jumps back to the way it was before. Basically I'm animating a simple walk style like the basic skel example in the Maraffi book and I just want to tweek the different walk clips a little, ei:add some rotation in the ankles, more arm sway, etc. I'm totally stumpified.

Animator

In regards to the up vector. This will be the up vector in an arm chain of two bones. When I draw a 2d chain in top view(to put bend in the elbows for the IK) then add a null, position it behind the elbow region and then upvector the 1st bone in the chain to the null it flip flops the elbow into the opposite direction. When I try to offset it in the bones param menu nothing happens. What's wierd is when I draw the chain backwards(with the elbows pointing forwards) then do the same steps it flip flops the right way. I would say great, but I think doing it this way may lead to IK and animation problems later. Any advice?

Animator

No.

Open up the "animating" manual to pages 400 - 401. This describes what I am talking about (or look at the PDF version of the docs).

speye

In the manual I have for XSI "animating" there is only 368 pages. Could this be for v.1.5?

Animator

Yes, it is for v1.5. Look at the PDF version of the docs found on the CD's.

speye

You should be in 1.5

any problems you have are hard to give advice on if you are not in the current ver.

-Rafe

I had the same problem when constraining the right arm of a characterI was creating. However I was told by one of the tutors that moving the up vector null to the other side of the arm i.e. in front of the body, the arm would flip back into it's correct position, and you should experience no problems when it comes to animating (the null is only a point in space that creates a plane for the arm to rotate in). I rigged my character with this setup, and I had no problems. It might also be worth making the upvectors children to their respective arm roots so they follow the body correctly.

Hope this is helpful

There is no reason to have upvectors on different sides of the body, It may work, but it's messy.

To place upvectors behind the elbow, select the upper arm/leg and go to kinematic joint property editor> resolution plane and change the roll to 180.