Every knuckle angle in this project comes from three landmarks and one dot product. No learning, no lookup table — just the definition of the angle between two vectors, plus two guards that keep a single glitchy frame from sending NaN into a motor command. Three points make an angle # An angle needs a vertex and two rays. A knuckle is the vertex; the two bones meeting there are the rays:
a base point, where the previous bone starts, the vertex — the knuckle being measured, an end point, where the next bone ends. flowchart LR P1(("p1
base")) -- "v1 = p1 − p2" --- P2(("p2
vertex
knuckle")) P2 -- "v2 = p3 − p2" --- P3(("p3
end")) The triplet table # self.finger_triplets = { "thumb": [(0, 1, 2), (1, 2, 3), (2, 3, 4)], "index": [(0, 5, 6), (5, 6, 7), (6, 7, 8)], "middle": [(0, 9, 10), (9, 10, 11), (10, 11, 12)], "ring": [(0, 13, 14), (13, 14, 15), (14, 15, 16)], "pinky": [(0, 17, 18), (17, 18, 19), (18, 19, 20)] } Landmark 0 — the wrist — starts every finger’s first triplet. Finger Triplet Vertex Joint measured Index (0, 5, 6) 5 MCP — joins finger to palm Index (5, 6, 7) 6 PIP — middle knuckle Index (6, 7, 8) 7 DIP — fingertip knuckle Thumb (0, 1, 2) 1 CMC — saddle joint at the wrist Thumb (1, 2, 3) 2 MCP Thumb (2, 3, 4) 3 IP Why every first triplet starts at 0. The palm has no landmark of its own, so the wrist → knuckle line stands in for the metacarpal bone. It isn’t exactly collinear with a straight finger — ring and pinky metacarpals fan outward — so a relaxed straight finger rarely measures a full \(\pi\). That’s part of why the calibrated “straight” threshold is 3.10 rad rather than 3.14.