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Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Tue Nov 25, 2025 10:41 am
by nicole10
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.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Tue Nov 25, 2025 11:16 am
by rossi30
@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.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Tue Nov 25, 2025 2:57 pm
by scott21
@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.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Tue Nov 25, 2025 8:29 pm
by jwang
@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
Posted: Wed Nov 26, 2025 12:48 am
by rossi30
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.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Wed Nov 26, 2025 6:43 pm
by matthew43
@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.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Wed Nov 26, 2025 9:12 pm
by jwang
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
Posted: Fri Nov 28, 2025 3:12 pm
by matthew43
@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.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Sat Nov 29, 2025 12:23 pm
by kwilliams
@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.
Re: Anyone tried simulating tendon-driven hands accurately? It's brutal
Posted: Mon Dec 01, 2025 4:54 am
by ashley_flor
@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.