Anyone tried simulating tendon-driven hands accurately? It's brutal
Anyone tried simulating tendon-driven hands accurately? It's brutal
Posting this half as a question, half as a rant.
Tendon-driven fingers let you move the heavier actuators back into the palm or forearm, keeping the fingers themselves light and fast, but they introduce cable routing, tensioning, and long-term wear problems that direct-actuated fingers don't have. Object occlusion by the robot's own hand during the final approach to a grasp is a common and annoying perception problem - the closer the hand gets to a good grasp position, the more it blocks the camera's view of exactly what it's about to grab. Vision-based grasp confidence estimation (predicting success before attempting a grasp) and tactile-based confirmation (confirming after contact) are complementary rather than competing - vision helps you choose a grasp, tactile tells you if it actually worked.
Would appreciate any first-hand accounts.
he/him
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
@nicole10 This is a great summary, thanks.
Compliant wrists that absorb impact during a bad approach or misjudged contact reduce mechanical stress on the whole arm, which matters a lot for long-term reliability even though it's a less visible feature than the hand itself.
Kind of makes me think about how different this all looked even three years ago.
"The best actuator is the one that doesn't overheat."
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
@rossi30 That's the official framing, at least - reality tends to lag a bit.
Underactuated hands (fewer actuators than joints, using mechanical coupling to shape the grasp) are a reasonable engineering compromise for robust power grasps on a budget, but they generally can't do fine in-hand manipulation the way a fully actuated hand can.
she/her
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
@scott21 Follow-up question though -
Payload-to-hand-weight ratio varies a lot across current dexterous hands, and it's a meaningful tradeoff - more DoF and finer sensing generally means more actuators and mass in the hand itself, which eats into the arm's usable payload budget.
This whole thread is a good reminder how young this field still is.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
This matches what I've seen too.
Figure's fourth-generation Dexterous Hand (on Figure 02/03) reportedly offers 16 degrees of freedom per hand with sensors integrated into each finger, aimed at fine force control tasks like handling small electronic components without crushing them.
"The best actuator is the one that doesn't overheat."
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
@rossi30 Agreed, and I'd add:
Bimanual manipulation - two arms coordinating on one task - is harder than it looks mostly because of the added degrees of freedom and the timing/force coordination required; a lot of 'two-handed' demos are actually closer to two independent single-hand tasks done in sequence. Palm sensing gets less attention than fingertip sensing, but a lot of power grasps (holding a box, a tool handle) rely more on palm and lateral finger contact than fingertip contact, so under-sensing the palm can leave a real blind spot in grasp confidence.
he/him | robotics hobbyist since the DARPA Grand Challenge days
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
One nitpick -
Imitation learning from human demonstration video (without robot teleoperation data) is an appealing way to scale up training data cheaply, but it runs into the embodiment gap - human hand kinematics and force profiles don't map directly onto a robot hand's very different mechanism.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
@jwang Counterpoint:
Wet, oily, or otherwise low-friction objects are still a genuine edge case for most current hands, since tactile sensing and grasp-force controllers are typically tuned and validated on dry, higher-friction test objects. Cable routing through a wrist joint with multiple degrees of freedom is a genuinely tricky mechanical design problem - tendons and wiring both need enough slack to avoid binding through the full range of motion without tangling or fraying over thousands of cycles.
he/him | robotics hobbyist since the DARPA Grand Challenge days
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
@matthew43 One nitpick -
In-hand reorientation (repositioning a grasped object without setting it down) is one of the more advanced manipulation skills, requiring either a highly dexterous hand with enough DoF or clever use of gravity and controlled slipping - it's an active research area rather than a solved problem.
he/him
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ashley_flor
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Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
@kwilliams Slight correction, though the overall point stands:
Grasp planning for deformable or non-rigid objects (bags, cables, cloth) remains one of the genuinely unsolved problems in manipulation - rigid-body grasp models simply don't capture how the object will behave once contact starts.