case study · design-space exploration

One finger and a thumb: shrinking a 13-servo hand to four

2026-10-01 · Dan Newcome

Two days ago we rebuilt a 13-servo research gripper from its paper. Then we asked how little of it you need. The VTAP rebuild has three four-joint fingers around a sliding palm, weighs about 1.1 kg and needs thirteen servos. Most of what a gripper does on the end of a small arm is pick a thing up and hold it. So: keep one of those fingers exactly as designed, put something opposite it, and find out what that something has to be. A fixed post? A sprung one? A driven one? A palm?

We answered that in simulation, before drawing a single part, using the grasp-simulation stage of dryfit, our define, assemble, verify, simulate harness. The answer is a fixed thumb with a rigid-backed pad, of a particular height, and four servos. This post is the path to it, with the pictures the simulation produced along the way, including the wrong turns.

Three renders of the final design: one articulated finger and a fixed thumb post holding a 65 mm ball picked from a table, an upright 30 mm cylinder, and a 40 mm ball pinched between the pads

01 / The design space, as one line of code

The finger is not re-modelled. The simulation imports the finger from the VTAP design's own parameter file: same link lengths, same servo torque limits, same printed-part meshes, same compliant Fin-Ray tip. Everything new lives in one small record: what kind of thumb, how far from the centre, at what height its pad starts, how much it leans, and whether its pad is a Fin-Ray or a skin on a rigid backing. Four kinds of thumb went in:

Four open hands side by side: a fixed thumb post with 4 servos, a sprung thumb with 4, a driven thumb with 5, and a second full finger in place of the thumb with 8

The fixed and driven thumbs look the same because they are the same shape; one has a servo at its base. The sprung thumb has a torsion spring there and a stop, so it can only yield outward. The fourth option, a second full finger, is the reference: what you would build if you just deleted one finger from the original.

02 / The first attempt was wrong in a useful way

Our first thumb was a short post close to the middle. It seemed reasonable: about as tall as the objects, near enough to oppose the finger. The simulation's first report said nearly everything was "held", and the pictures said otherwise.

Five grasps with a short thumb: a ball picked from a table slips at half a newton, a rod is dropped, a ball on the palm is held, and two pinches are held by the finger's knuckle housing while the fingertip pad overshoots the thumb

The finger is 155 mm from its base knuckle to its tip, and the thumb was 106 mm tall. Picking from a table, the fingertip sails over the thumb and the object is either dropped or barely trapped. In a pinch the object ends up clamped between the thumb and the finger's hard knuckle housing while the soft pad waves in the air above it. That counts as holding and is not a pinch.

Two changes to the test came out of this, and they mattered more than any change to the design. First, "held" stopped being the score. After every grasp the hand is turned over and the object is pushed along three axes with a rising force until it escapes; a grasp only counts if it survives 2 N in every direction (the objects weigh 0.2 to 0.9 N), and a pinch only counts if the load is carried by the two pads. Second, we added the grasp that actually matters on an arm: the hand points down at a table, the fingertip skims the surface toward the thumb, and the table is then taken away.

03 / What the grasps look like

Each grasp closes on servo current, the way the hardware will. In the table pick, the two finger joints are coordinated so the fingertip stays 3 mm off the table while it sweeps the object onto the thumb; when the finger feels the object pinned, it squeezes until the knuckle servo reaches a current setpoint of about 0.7 A.

Five frames of a table pick of a 65 mm ball: open hand under the table, finger closing, contact, squeezed with the table removed, and still held with gravity pulling the ball out of the hand

The simulation caught three of its own mistakes on the way to that picture. A palm pad drawn too wide sat inside the sweep of the finger's base bracket; the known-physics self-test flagged a 2.7 mm error in fingertip position before any grasp was run. The first pinches gripped with about 1 N because the object was presented two-thirds of the way up two soft pads, where neither can push; moving the pinch to the stiff root of the pads gave 5 to 6 N. And the first wrap law stopped as soon as the fingertip touched the thumb, leaving a ball loose under the finger; it now folds the tip back out of the way and keeps closing until the object itself is pinned.

04 / How tall, how far

Thumb height decides the table pick. We swept 36 fixed-thumb positions (four distances from the centre, three heights, three lean angles), ten grasps each, at two pad stiffnesses.

Three small bar charts of correct grasps by thumb pad start height. Table pick: 35 percent at 80 mm, 89 percent at 100 mm, 66 percent at 120 mm. Power grasp: 86, 88, 88 percent. Pinch: 71, 85, 65 percent

The pad should start 100 mm up, which puts the thumb's tip level with the fingertip when both are at the table. Twenty millimetres shorter and the pick drops to a third; twenty taller and the thumb gets in the way. The power grasp on the palm does not care, for a reason the force readout made obvious: with a ball or a rod lying on the palm, the thumb carries almost no load. The finger's lower link clamps the object down onto the palm pad. For this hand, the palm is the opposing surface in a power grasp and the thumb earns its place in the pinch and the pick. A low fixed palm pad was enough; nothing here needed the palm to move.

05 / Fixed, sprung or driven

Then the question we started with. Each kind of thumb, at the best positions, 100 runs each: the ten grasps, five placement errors of up to 5 mm, two pad stiffnesses.

Bar chart of correct grasps out of 100: driven thumb with rigid pad 96, fixed thumb with rigid pad 93, fixed thumb with Fin-Ray pad 86, stiff sprung thumb 83, medium sprung thumb 69, second finger 58, soft sprung thumb 42

The fixed thumb scores 93 with four servos; driving it buys three more points for a fifth. Neither dropped anything in 100 runs. The misses are grasps that held but let go below 2 N on one axis.

A sprung thumb is worse the softer it gets. We expected passive compliance to help, since it does on our soft hands. Here it gives way exactly when the finger needs something to push against:

Five frames of a pinch against a soft sprung thumb: as the finger squeezes, the thumb leans back, and the ball slips at 1 newton

The same pinch against the fixed thumb: the thumb stays put and the ball is held

Against the soft spring the finger runs out of squeeze travel with 0.7 N on the ball. Against the fixed thumb the same closing law puts 6 N on it. The sprung thumb only wins at wrapping a ball on the palm, which the fixed thumb already does.

A soft pad on a thumb that cannot move is compliance in the wrong place. Swapping the thumb's Fin-Ray for a skin on a rigid backing took the fixed thumb from 86 to 93. The finger keeps its Fin-Ray; one compliant side is enough.

The second-finger row needs a caveat: we did not tune the closing laws for two moving digits, so 58 says our laws are one-finger laws, not that two fingers are worse than one.

06 / The design, and what we still don't know

The final design in five grasps: four table picks of a 40 mm ball, a 65 mm ball, a rod and a cylinder, and a ball clamped on the palm

The final design in five more grasps: a 65 mm ball, a rod and an upright cylinder on the palm, and pinches of a 40 mm and a 20 mm ball

One VTAP finger, a fixed thumb post 110 mm away with a rigid-backed pad from 100 to 166 mm, a low palm pad between them. Four servos instead of thirteen, and the knuckle servo never goes above 1.5 A of its 2.7 A stall.

Three things are open, and the first is visible in the top-left frame above.

What made this cheap is that the search ran before the CAD. The first 324-trial sweep took 15 seconds, so asking "what if the thumb were sprung" cost a line in a list and not a redesign. The design space, the three closing laws and the result tables sit next to the VTAP design in our effector library (not yet public; the grasp-simulation stage of dryfit is open at punkfab/effector-sim). Next is drawing the thumb for real and letting verify have its turn. Have a mechanism you'd like stripped down to what it needs? Start a project.