Fusion 360: Animated Prosthetic Hand for Beginners
by Ejdykes1 in Design > 3D Design
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Fusion 360: Animated Prosthetic Hand for Beginners

In this project, I designed and animated a simplified prosthetic hand using Fusion 360. This hand model includes four curling fingers, a functional thumb at a right angle, and a basic palm structure. It’s a beginner-friendly model that focuses on finger articulation using joints, motion links, and animation.
I am still new to using the software, so I wanted to improve my skills as a Biomedical Engineering student. This is why I decided to design a prosthetic hand. Therefore, I used trial-and-error, and I am documenting the process for others to loosely follow.
This Instructable was made for a student design contest and is a great way to learn Fusion 360 components, joints, and animation tools!
Supplies
- Fusion 360 (free student version)
- A computer that can run CAD
- Optional: 3D printer (for future iterations)
Initial Design on Paper

- I decided the process should be building from the inside out, so starting with the bones and then adding joints later in order to simplify.
- I studied the anatomy of the bones of a finger, and created a design.
- I then added hinges to represent the joints in the finger.
Tweak Design by Modelling


- I started by creating 2 15 x 20 mm cuboids and extruding to 50 mm and 35 mm respectively. This allowed me to design the hinges.
- The bottom cuboid represented the metacarpal phalanx and the top cuboid represented the proximal phalanx.
- I realised that for the finger to curl, there needed to be a gap between the two, to eliminate overlap.
- This helped me discover that I needed a gap between the hinge ears and the phalanx, to reduce the friction when the finger curls.
Finalise Design and Create Fingers



- I used my previous discoveries to design the full finger, including the metacarpal, proximal, middle, and distal phalanxes.
- I copied the finger 3 times with a 15 mm gap to create the 4 fingers, making them all identical for simplicity.
Organise Fingers and Assemble Joints



- I created components from bodies and separated them into main components representing the fingers.
- I created the revolute as-built joints between each adjacent phalanx on the first finger:
- For the hinge between the metacarpal and proximal phalanxes, I used a maximum limit of 90 degrees.
- For the hinge between the proximal and middle phalanxes, I used a maximum limit of 110 degrees.
- For the hinge between the middle and distal phalanxes, I used a maximum limit of 80 degrees.
- I used two motion links to combine all of the joins and created a finger curl, whilst having the metacarpal phalanx grounded.
- I repeated these steps for each finger.
Modelling the Palm



- I created the palm by sketching a rectangle that has the same width and height as the fingers and the gaps combined, and extruded it.
- I used cut to make space for the hinges, and created those in the same fashion as the ones on the fingers.
Combining the Finger Curls


- I created a revolute as-built join between the palm and the metacarpal phalanx (maximum 90 degrees) and used motion links to combine them all.
- In hindsight, I should have grounded the palm instead of the metacarpal phalanx. This would have made more sense logically as the palm does not curl into the fingers.
Creating the Thumb

- I created the thumb using what I had learned from modelling the fingers (I used a 90 degree revolute joint in relation to the palm).
- I repeated the process of making the as-built joints and using motion links to combine everything.