Generate a slim-scale human palm skeleton featuring five digit branches. The wrist-to-metacarpal joints should act as gliding or saddle joints, allowing limited abduction. For the fingers, model the first segment joint (Metacarpophalangeal) as a \(3\) degrees-of-freedom ball-and-socket joint. Model the mid-finger joints (Proximal and Distal Interphalangeal) as \(1\) degree-of-freedom cylinder/hinge joints. Ensure the socket housings have an internal \(15\)-degree clearance gap for natural gripping flexion and a hollow canal along the palmar bones for 1.5mm tendon wire routing."3. Simulation & Movement LogicThumb (Trapeziometacarpal): Design as a universal joint (two perpendicular cylinders) to mimic the saddle shape that enables opposition.Fingers (Index through Pinky): The proximal knuckle joint needs to function as a ball-and-socket with clamped Z-axis rotation for side-to-side spread, and X-axis rotation for curling.Tendon Mechanics: To ensure the model is movable in a dynamic simulation, model \(0.5 \{ mm}\) cylindrical channels through the dorsal and palmar sides of the bones. Thread your simulated ligaments or tendon strings through these channels to drive kinematics.4. Parameter ChecklistMetacarpals (Palm): Length = \(45 \text{ mm}\) to \(60 \text{ mm}\) (slender geometry).Phalanges (Fingers): Standardized tapering from proximal (basal) to distal (tip) with spherical \(5 \text{ mm}\) joint heads.Tolerances: Ensure a \(0.15 \{ mm}\) gap between the ball and the socket housing to prevent friction lock during movement simulation.
by simscalesimscale
Joyboy2010 created this project
1 day ago