Brian Smith
1.5K posts

Brian Smith
@sirwart
Building @tetradynamics






Today we're showing Helix 02 that can tidy a living room fully autonomously Figure is designed so when you leave the house, your home resets exactly how you like it






❌ NOT TRUE @ChongZitaZhang A finger ≠ a leg In legged locomotion, low gear ratios help with impact tolerance, store kinetic energy, and back-drivability under heavy load. Unlike legs, hand constraints & requirements are different - high torque density - high positional controllability - brutal space constraints The real trade offs for hands are: - Low gear ratio → back drivability, responsiveness, - High gear ratio → torque density, stability, compactness 🟠So is high ratio bad? **Its depends** -- high gear ratios improve static precision & torque density, but reduce dynamic responsiveness & back drivability Infact, biological hands are not low-impedance torque sources either. Like duality of photons, human hands sometime act as precise, while other times acts as force manipulators. Perhaps we need a "Heisenberg Uncertainty Principle" but for Hands.


Why does manipulation lag so far behind locomotion? New post on one piece we don't talk about enough: The gearbox. The Gap You've probably seen those dancing humanoid robots from Chinese New Year. Locomotion isn't entirely solved; but clearly it's on a trajectory. But we haven't seen anything close for manipulation. 𝗪𝗵𝘆? When sim-to-real transfer fails, the instinct is to blame the algorithm. Train bigger networks. Crank up domain randomization. Those approaches have made real progress; we don't deny that. But we started wondering: are we treating the symptom or the disease? The Hardware Bottleneck: Fingers are too small for powerful motors. So most hands use massive gearboxes (200:1, 288:1) to get enough torque. But those gearboxes break everything manipulation needs: • Stiction and backlash are complex to simulate. Policies trained on smooth physics hallucinate when they hit that reality. • Reflected inertia scales as N². At large gear ratio, the finger hits with sledgehammer momentum. • Friction blocks force information. The hand becomes blind. And they're the first thing to break. What we are trying to build at Origami, we cut the gear ratio from 288:1 to 15:1 using axial flux motors and thermal optimization. The transmission becomes more transparent: backdrivable, low friction, forces propagate to motor current. Early signs are encouraging. Still running quantitative benchmarks. Why Interactive? I love how Science Center uses interactive devices to explain complex ideas. I want to borrow this concept and help people understand the hard problems in robotics better visually. The post has demos where you can toggle friction, slide gear ratios, watch the sim-to-real gap widen in real-time. What's inside: • Interactive demos (friction curves, N² scaling, contact patterns) • Comparison table: 14 robot hands by sim-to-real gap and force transparency • The math behind why low-ratio matters Read it here: origami-robotics.com/blog/dexterity… We're not claiming we've solved dexterity. The deadlock has many pieces. But we think this one's foundational. Curious what you think.



Computer use models shouldn't learn from screenshots. We built a new foundation model that learns from video like humans do. FDM-1 can construct a gear in Blender, find software bugs, and even drive a real car through San Francisco using arrow keys.

The @DarioAmodei interview. 0:00:00 - What exactly are we scaling? 0:12:36 - Is diffusion cope? 0:29:42 - Is continual learning necessary? 0:46:20 - If AGI is imminent, why not buy more compute? 0:58:49 - How will AI labs actually make profit? 1:31:19 - Will regulations destroy the boons of AGI? 1:47:41 - Why can’t China and America both have a country of geniuses in a datacenter? Look up Dwarkesh Podcast on Youtube, Spotify, Apple Podcasts, etc.

We apparently live in the clown universe, where a simple TUI is driven by React and takes 11ms to lay out a few boxes and monospaced text. And where a TUI "triggers garbage collection too often" in its "rendering pipeline". And where it flickers if it misses its "frame budget".














