A child-designed branching-gallery workflow with a bounded declarative exchange format — and the other ideas that are recorded but not started. · Rendered from docs/FUTURE-DIRECTIONS.md in the project repository · view as Markdown

Future directions

Ideas that are recorded but not scheduled and not started. Nothing in this file authorizes code, an asset, an upload, or a deployment; each part says what would have to be decided before it could.

Read [OPEN-WORK.md](OPEN-WORK.md) instead for work that is already underway or already owed. The line between the two files is deliberate: open work has a place it belongs in the repository today, and everything here does not yet.

Merged 2026-08-31 from docs/SPATIAL-GALLERY-AUTHORING.md and docs/FUTURE-PLAN.zh.md, which this file replaces.

PartSubjectState
1Spatial gallery authoring: Art Lab to Inception Spacearchitecture proposal; no runtime schema
2Technology & Biology Research Station — a drafted room and its LOEdraft room, never built
3Capture and modelling tooling research (motion capture, photogrammetry)research notes; nothing purchased
4[FUTURE] items recorded in the product directiondesign-only, listed here so they are findable

Part 1 — Spatial gallery authoring: Art Lab to Inception Space

Status: future architecture and product plan. This is not a runtime schema yet and does not authorize accepting unvalidated public uploads.

Product idea

The future gallery should be able to branch like a small maze, but the maze is not an adult-designed container that children merely decorate. Designing the space is part of the art class.

Lucas Visual Art Lab can add a Space Design tab beside its existing painting tools. A student arranges bounded rooms, corridors, doors, exhibit surfaces, and approved objects. Art Lab exports a declarative spatial design; Inception Space validates and imports it. Inception Space remains responsible for the real 3D runtime, collision, accessibility, privacy, performance, and publication state.

Art Lab · Space Design tab
        │
        │ export reviewed declarative design
        ▼
   .is-space.json
        │
        │ validate, preview, approve, import
        ▼
Inception Space room/world document

The seam is intentional. Art Lab is the authoring environment; Inception Space is the publishing and multiplayer environment. Neither product executes code from the other.

What children design

The first version should offer meaningful composition rather than unrestricted 3D modelling:

Children do not author JavaScript, shaders, arbitrary model scripts, network links, access-control rules, or collision code.

A small declarative exchange format

Use a versioned file such as .is-space.json. The first contract should stay smaller than the full Inception Space room document:

{
  "format": "lucas-is-space/1",
  "id": "class-gallery-draft",
  "title": "Questions and Answers",
  "units": "metres",
  "modules": [
    { "id": "entry", "kind": "long-gallery", "at": [0, 0], "turn": 0 },
    { "id": "students", "kind": "cube", "at": [0, 12], "turn": 0 }
  ],
  "connections": [
    { "from": "entry:north", "to": "students:south", "kind": "door" }
  ],
  "chapters": [
    { "module": "entry", "title": "The Artist's Questions" },
    { "module": "students", "title": "Young Artists Respond" }
  ],
  "placements": [
    { "key": "work-1", "module": "entry", "surface": "west", "asset": "approved-artwork-id" }
  ]
}

The final schema needs explicit numeric bounds, allowlisted enums, stable placement keys, declared format/version, and no executable strings. Asset ids refer to reviewed libraries; the archive does not smuggle arbitrary bytes into the public museum.

Validation before import

Art Lab should validate continuously, and Inception Space must validate again without trusting the export.

A failed import should list fixable design problems in child-readable language and preserve the original file. It must never silently repair and publish a different space.

Maze without disorientation

The experience can feel maze-like without becoming hostile:

The first release should cap a student design at roughly 8 modules, 12 connections, and 40 exhibit placements. Raise those limits only after device performance and classroom usability are measured.

Workflow

  1. A student opens Art Lab's Space Design tab and starts from a teacher-approved template or an empty bounded grid.
  2. The student builds, previews, and asks for critique.
  3. Art Lab records student intent, AI proposal, student decision, and revision.
  4. The student exports .is-space.json.
  5. Inception Space imports into a personal draft and runs its own validation.
  6. The student and educator preview the real 3D result.
  7. The student explicitly shares to the class; a separate curated process is required for any public snapshot.

Round-trip editing is a later phase. Version one is Art Lab export → Inception Space import. If Inception Space later exports back, it must retain unknown future-safe metadata without treating it as runtime behavior.

Delivery phases and high-level LOE

PhaseOutcomeLOE
0. Contract prototypeExample files, JSON schema, validator fixtures, security review3–5 days
1. Art Lab Space Design MVPGrid, modules, connections, chapters, placement preview, export8–12 days
2. Inception Space importerUpload/local import, validation report, personal-draft preview6–9 days
3. Branching runtimeModule graph, portals, adjacent-room streaming, return route7–12 days
4. Classroom workfloweducator review, share state, revision record, withdrawal path5–8 days
5. Polishmap, wayfinding, mobile/tablet editing, performance and accessibility QA6–10 days

An end-to-end classroom MVP is approximately 5–8 engineering weeks, plus educator review and student usability sessions. A visual contract prototype should come first; it will reveal whether Art Lab's existing canvas/selection tools can be reused before committing to the full estimate.


Parts 2 and 3 — A drafted room, its LOE, and the capture tooling research

Carried over verbatim from docs/FUTURE-PLAN.zh.md. It is two things under one old title: an effort estimate for a room that was drafted and never built, and a body of research into how children could capture motion and real objects into 3D. Neither has been acted on, nothing here has been bought, and the room has no entry in [ROOM-PLAN-TEMPLATE.md](ROOM-PLAN-TEMPLATE.md) form — writing one is the first step if it is ever picked up.

The Chinese passages are development notes; the museum runtime is English only.

Lucas Room Learning and LOE

Room Name

Technology & Biology Research Station

Summary

A giant futuristic research station is divided into two worlds. One explores advanced technology and space engineering, while the other explores biology and nature. Players can freely travel between both worlds and discover how technology and life work together.

Learning Path Categories

CategoryFits?Ideas
🤖 AI Coding⭐⭐⭐⭐⭐AI assistants, robotics, automation, programming
💻 Computer Science⭐⭐⭐⭐⭐Hardware, networking, gravity simulation
🚀 Space Science⭐⭐⭐⭐⭐Spaceships, black holes, orbital mechanics
🔬 Biology⭐⭐⭐⭐⭐Ecosystems, plants, evolution, biodiversity
🎨 Art⭐⭐⭐Sci-fi environmental design, concept art
🎮 Game Editor⭐⭐⭐⭐Build labs, quests, interactive experiments
🌎 Earth Science⭐⭐⭐Environmental systems
🧬 STEM⭐⭐⭐⭐⭐Cross-disciplinary science
🛠 Engineering⭐⭐⭐⭐⭐Gravity generator, spacecraft systems
🌱 Nature⭐⭐⭐⭐Jungle exploration
🧱 3D Modeling⭐⭐⭐⭐Spaceships, research stations, jungle assets
🎥 Live Painting⭐⭐Paint jungle or spaceship environments

如果这是给 Lucas Academy / IS (Interactive Studio) 做 roadmap,我建议不要只按「功能」估算,而是按资产(Assets)+ 系统(Systems)+ 内容(Content) 来拆。这样以后所有房间都可以复用。

下面是一份比较现实的估算,假设:

CategoryTaskAgent CodingManualTotal
📐 DesignRoom layout & gameplay design268
📐 DesignLearning path planning134
🏗 EnvironmentMain station architecture8412
🌳 EnvironmentBiology jungle10515
🚀 EnvironmentTechnology lab8412
🚀 EnvironmentDropship hangar538
🎨 ArtAI concept generation325
🎨 ArtAsset cleanup / selection066
🧱 3D ModelingCustom models10818
🧩 GameplayFork navigation224
🧩 GameplayGravity generator interaction639
🧩 GameplayFloating transport pod8412
🎬 GameplayDropship escape sequence12618
🎬 GameplayBlack hole event10515
📚 EducationTechnology learning content4812
📚 EducationBiology learning content4812
🎵 AudioMusic & SFX integration246
✨ PolishLighting & VFX8614
🧪 QAPlaytesting & bug fixing81018
📖 DocumentationDocs & tutorials246

Summary

Work TypeHours
🤖 Agent Coding113 h
👨 Human Manual101 h
Total214 h

如果进一步使用 AI(推荐)

很多工作其实可以进一步自动化,例如:

TaskManual TodayWith AI Pipeline
Concept Images2 h0.5 h
Documentation4 h1 h
Educational Content16 h4 h
Environment Scripts24 h10 h
Gameplay Scripts38 h18 h
QA Test Generation10 h4 h

这样总工时可以降到大约:

Work TypeHours
🤖 Agent Coding130–140 h
👨 Human Review / Design45–60 h
Total175–195 h

我更推荐再增加一列 Owner,因为这是长期维护文档时最有价值的信息:

CategoryTaskAgentHumanTotalOwner
EnvironmentBiology Jungle10515AI + Artist
GameplayDropship Escape12618AI + Engineer
EducationBiology Lessons4812Teacher
QAPlaytesting81018Community
ArtConcept Images325AI

这样的表格以后每个 Draft Room 都可以复制一份,最后还能统计整个 Lucas Academy 世界的开发预算和资源投入。

动捕

如果你的目标是给小朋友学习 3D、动画、游戏开发,其实现在已经不一定需要传统几千美元的动捕服了。

我建议按预算分成 4 档:

预算方案能做什么推荐指数
免费-$50AI视频动捕(Rokoko Vision、Move AI、Wonder Studio等)3D动画、Blender、Unity⭐⭐⭐⭐⭐
$300-500Sony Mocopi实时动捕、VR、Unity、Unreal⭐⭐⭐⭐⭐
$700-1200HTC Vive Tracker 全身追踪VR游戏、动作捕捉⭐⭐⭐⭐
$2000+Rokoko、Perception Neuron专业动画制作⭐⭐⭐

方案1:几乎免费(我最推荐)

现在 AI 已经改变了动捕。

孩子只需要:

就可以生成 FBX 动画。

例如:

这些都可以导入

还能直接绑定 Mixamo 人物。

Rokoko 现在提供免费的入门方案和低价 AI 动捕订阅,不需要购买硬件。([Rokoko][1])

对于 Lucas Academy 来说,这种方式特别适合:

孩子跳一下

AI 自动生成角色动画

放进游戏

学习体验非常棒。


方案2:Sony Mocopi(我觉得最适合教育)

这是目前消费级最成熟的方案之一。

Sony mocopi Motion Capture System

$449.99

特点:

价格约 $450

还有 12 传感器专业版约 $1180

对于学校来说,一个班买一套已经够玩很多课程。


方案3:HTC Vive Tracker

如果孩子还想玩 VR:

可以买

实现全身追踪。

预算大约

总共约 700~1000 美元

优点:

缺点:

不能直接生成很干净的动画,需要后处理。


方案4:真正的专业动捕服

例如:

价格:

虽然效果最好,但对于孩子学习来说性价比并不高。([Rokoko][2])


如果是 Lucas Academy,我反而会这样设计课程

Level 1(免费)

孩子:

学习:


Level 2($450)

Sony Mocopi

孩子可以:

做小游戏。


Level 3(多人)

几个人一起:

实时进入 Unity。

这种体验非常震撼。


我认为最值得买的是

如果预算有限,我会按下面的顺序:

  1. 免费 AI 动捕(Rokoko Vision 等) ⭐⭐⭐⭐⭐
  2. Sony Mocopi(约 $450) ⭐⭐⭐⭐⭐
  3. Meta Quest + Vive Tracker(如果重点是 VR)
  4. Rokoko 动捕服(预算充足时再考虑)

3D 建模

结合你之前规划的 Lucas Academy AI + Game + 3D 建模课程,我甚至会把动捕设计成一个完整学习路径:

真人动作 → AI 动捕 → Blender 编辑 → Unity 导入 → 游戏角色动起来

整个流程孩子通常在半小时内就能看到自己的动作出现在自己制作的游戏里,学习成就感会非常强。

[1]: https://www.rokoko.com/products/vision?utm_source=chatgpt.com "Rokoko Vision 3.0: AI Motion Capture Tool, Rebuilt" [2]: https://www.rokoko.com/products/motion-capture?utm_source=chatgpt.com "Motion capture"

如果目标是帮助孩子或初学者快速构造逼真的 3D 模型,现在最有效的方式其实已经不是传统的「一点一点建模」,而是 AI + 扫描 + 少量手工修改

我会按效果和成本排序:

方法成本学习难度真实度推荐
手机照片生成3D(Photogrammetry)免费-$20/月⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
AI 图片生成3D免费-$30/月⭐⭐⭐⭐⭐⭐⭐⭐⭐
深度相机扫描$150-500⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
LiDAR 扫描$1000+(或部分 iPhone/iPad 自带)⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
手工 Blender 建模免费⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐

1. 手机拍照生成 3D(最推荐)

!Image

!Image

!Image

!Image

!Image

!Image

孩子拿手机绕着一个物体拍 30~100 张照片,例如:

软件就能自动生成:

导入:

都可以继续使用。

适合课程:

找一个校园里的东西 → 扫描 → 放进自己的游戏。


2. AI 一张图片生成 3D

!Image

!Image

!Image

!Image

!Image

!Image

现在很多 AI 已经支持:

一张图片 → 3D 模型

或者:

一句话 → 3D 模型

例如可以生成:

然后导入 Blender 修改。

这种方式特别适合孩子,因为他们可以先画一张画,再把画变成立体模型。


3. 深度相机扫描

如果预算有几百美元,可以买带深度感知的设备。

例如:

优点:

很多 Maker Space 都在用。


4. LiDAR(如果已经有支持的 iPhone/iPad)

!Image

!Image

!Image

!Image

!Image

!Image

如果已经有:

就已经拥有不错的扫描设备。

可以扫描:

甚至整个教室都可以扫描成 3D 世界。

对于游戏课程特别有趣:

孩子扫描自己的房间,再放一个自己做的游戏角色进去。


5. AI + Blender(我认为未来的主流)

以前:

建模
↓

贴图

↓

绑定

↓

动画

未来越来越像:

AI 生成

↓

Blender 微调

↓

AI 自动贴图

↓

AI 自动绑定

↓

AI 自动动画

孩子学习的重点也会从“每个顶点怎么拉”,转向理解模型结构、比例、材质和动画设计。


如果是 Lucas Academy,我会这样设计课程

对于你规划的课程体系,我会把 3D 学习拆成几个阶段:

  1. 观察世界:手机扫描真实物体,理解网格(Mesh)和纹理(Texture)。
  2. 创造世界:AI 根据文字或图片生成角色、道具和场景。
  3. 编辑世界:在 Blender 中学习简单修改,例如缩放、雕刻、重新上色。
  4. 让它动起来:自动绑定骨骼(Rigging)、动作捕捉(Motion Capture),导入 Unity 或 Godot。
  5. 放进游戏:完成一个可交互的小型 3D 游戏。

这样孩子既能体验 AI 的高效率,也能逐步理解 3D 建模的基本原理,而不是一开始就被复杂的软件操作劝退。

3D人物

你现在的设备其实已经很好了:

对于你的目标(人物建模练习:宝宝头、手 → 雕刻 → 游戏角色),我建议不要把 Photogrammetry 整个丢给 Codex。原因是它不是一个纯代码问题,而是一个工具链 + 艺术流程问题。Codex 可以帮你自动化部分流程,但模型生成最好用成熟软件。

我建议这样:


推荐 Pipeline(接近游戏行业)

iPhone 拍照片
        |
        v
Photogrammetry 软件
        |
        v
Raw Mesh + Texture
        |
        v
Blender / ZBrush 雕刻
        |
        v
Retopology
        |
        v
Unity / Unreal

1. Photogrammetry 软件推荐

🥇 RealityCapture(最推荐)

RealityCapture

现在非常强。

优点:

流程:

导入照片
↓
Align Images
↓
Generate Mesh
↓
Texture
↓
Export OBJ/FBX

适合你:

✅ 婴儿头 ✅ 手 ✅ 玩具 ✅ 雕塑


🥈 Meshroom(免费)

Meshroom

优点:

缺点:

适合 Lucas Academy:

可以作为课程:

"AI如何从照片理解三维世界"


🥉 Polycam(最方便)

Polycam

手机 App。

优点:

缺点:

适合快速体验。


2. LiDAR 怎么用?

你有 iPhone LiDAR,这是优势。

但是不要把它当主要模型来源。

更好的组合:

LiDAR负责:

大结构

例如:

Photogrammetry负责:

细节

例如:


甚至可以:

LiDAR扫描身体
+
照片扫描脸

↓

合并 Blender

这其实接近专业流程。


3. Blender 雕刻流程

导入后:

通常会得到:

500万 polygon

不要直接雕。

流程:

第一步

Decimate(降低)

第二步

Voxel Remesh

第三步

Sculpt

主要 Brush:


4. Codex 可以帮什么?

Codex 不适合:

❌ "帮我生成一个真实宝宝模型"

因为这是 AI 图形模型问题。

但是非常适合:

自动化工具

例如:

写 Blender Python:

例如:

你以后 Lucas Academy 可以做:

孩子上传照片

↓

后台自动:
RealityCapture

↓

Blender Python cleanup

↓

Unity角色生成

这里 Codex 很有价值。


5. 如果现在就开始,我会这样做

你的设备:

✅ iPhone ✅ Wacom ✅ Mac/PC(假设)

第一周:

Polycam
↓
扫描一个玩具头
↓
Blender Sculpt

第二周:

RealityCapture
↓
扫描真人头部
↓
修脸

第三周:

Mixamo自动绑定
↓
Unity人物

还有一个方向我觉得非常适合你的 Lucas Academy:

孩子画画 → AI生成角色 → Blender雕刻 → 动捕 → 游戏

例如:

孩子画一个“小恐龙”

AI生成概念图

3D生成

自己用 Mocopi 动起来

放进小游戏

这个完整闭环会非常有教育价值。

你现在已有的 Painterly Chameleon、游戏、AI课程,其实和这个方向非常契合。


Part 4 — [FUTURE] items in the product direction

[SPACE-MUSEUM-DIRECTION.md](SPACE-MUSEUM-DIRECTION.md) marks its own design-only sections [FUTURE], meaning recorded now and explicitly not executed. They are listed here so this file is the one place to look for unscheduled ideas:

Anything in that document not marked [FUTURE] is built — see the archive index at [archive/README.md](archive/README.md) for where each piece of it was recorded as it landed.