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52 changes: 52 additions & 0 deletions docs/IDEA-POOL.md
Original file line number Diff line number Diff line change
Expand Up @@ -166,6 +166,58 @@ Do not add editor buttons, data formats, dependencies or public feature claims f
no roadmap commitment, bundled third-party application, engine-core dependency
or public integration/support promise is authorized.


### MakeHuman / MPFB Character Foundation

- **Summary:** Evaluate [MakeHuman Community](https://static.makehumancommunity.org/)
and MPFB as an optional foundation or reference for a future Parlyn character
generator, including reusable base meshes, morph targets, skins, rigs and
export workflows.
- **Why it may matter:** MakeHuman's human-generation workflow and CC0 core
assets could provide a legally clear, vendor-neutral starting point for rapid
character prototyping. The project explicitly permits reuse of its core assets
in another character generator and documents related Godot workflows.
- **Dependencies:** Separate the licensing layers: core assets are CC0, MPFB
source code is GPL and MakeHuman source code is AGPL. Decide whether Parlyn
should reuse only CC0 assets and formats, communicate with an external tool,
or place compatible code in a clearly isolated optional component. Validate
topology, morphs, skeletons, animations, materials, performance, attribution
records for non-core community assets and import/export quality.
- **Source/date:** Tool suggestion from Andreas Holzer, 2026-09-18; official
MakeHuman Community licensing and character-generator guidance.
- **Status:** `Unreviewed` — promising optional character-workflow candidate;
no engine-core dependency or public compatibility promise is authorized.


### Blender Sculpting and Asset Round-Trip Bridge

- **Summary:** Evaluate a user-installed
[Blender](https://www.blender.org/features/sculpting/) bridge for sculpting,
retopology, rigging and other advanced asset work, with an explicit
export-edit-reimport round trip between Parlyn and Blender.
- **Why it may matter:** Blender is a mature, actively maintained free and open
source 3D suite with professional sculpting and broad pipeline capabilities.
A focused bridge could give Parlyn users powerful asset-authoring tools while
keeping the engine itself compact and avoiding an immature built-in sculpting
subsystem.
- **Possible direction:** Begin with reliable glTF/GLB export and reimport,
deterministic scale, transforms, materials, skeletons and asset identity.
Later evaluate an optional Blender add-on or user-triggered automation only
where it provides a clear usability advantage. Blender remains separately
installed and is not embedded into the Parlyn engine core.
- **Dependencies:** Stable Parlyn asset and material formats; lossless-enough
round-trip validation; safe handling of file ownership and overwrites;
compatibility tests across supported Blender versions; and legal review of
any distributed add-on. Blender is GPL-3.0, so copied or linked Blender code
must not be placed inside Parlyn's MIT-licensed core without a deliberately
compatible architecture and licence review.
- **Source/date:** Modern replacement considered after a Sculptris suggestion
from Andreas Holzer, 2026-09-18; official Blender project and licence
information.
- **Status:** `Unreviewed` — preferred mature sculpting bridge candidate; no
bundled Blender distribution, engine-core dependency or public compatibility
promise is authorized.

The named Parlyn Smart Systems are not Idea Pool entries: their direction and initial foundation were already accepted before this policy and are documented in `SMART-SYSTEMS.md`. Their further implementation remains paused until their ordered roadmap phase becomes active.

## Review gate
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