MCIR · Mesh Condition Inspection Report
Worth keeping.
Hard to handle.
At this density a mesh holds real detail, and today's GPUs render it comfortably, in film and in games. The same density that makes it worth keeping is what makes it hard to handle.

Toes usually come out fused together. It is tempting to ignore. Then the character starts to move, and the foot bends at angles no foot should.

slices, 5 mm apart, through one torso.
Most lines flow. Look closely and a few step sideways, where one surface sits on another.
Put the rig point at the pelvis in the wrong place, and nothing looks more awkward.

slices through one head.
The ear stands out as its own cluster of loops. The detail is there, slice by slice.
Almost every part of the face needs a careful look.

triangles in one mesh.
A few glowing regions. That is where to look.
Clothes and body often come out as one surface. Pulling them apart and layering real clothes on top takes a great deal of hand work.

So we went
looking, hard.
One page per finding.
Where it is on the body, a close-up with scale and direction, and the numbers: region, centre, extent, vertex and triangle counts.
The same regions arrive as structured files for your agent.
At first, nobody sees it.
Not you, not your agent. The mesh looks fine in a still render.
Then you rig it and set it in motion. A surface creases like an old shoe. A stretch of faces pulls long.
Only then does it show.
And now you are asking, "How do I fix it this time?"
Know where to look.
Upload a mesh. MCIR inspects the geometry and separates every flagged region: a PDF for you, structured files your agent can act on. Nothing is repaired. Nothing is graded.
// Report_Agent.json — summary index (values from a real report)
{
"format": "v2.0",
"mesh": { "triangles": 51237, "vertices": 49721, "units": "unknown" },
"summary": { "by_level": { "DETECTED": 1492, "REVIEW": 2893, "NOT_ASSESSABLE": 41 } },
"files": {
"items": { "name": "Report_Items.jsonl", "lines": 4426 },
"regions": { "name": "Report_Regions.jsonl", "lines": 4426 }
}
}
// Report_Items.jsonl, line 2073 = region #2073
{ "id": 2073, "code": "HOLE", "level": "DETECTED", "centroid": [0.02206, 0.287608, 0.086544],
"vertex_count": 140, "edges_total": 85, "blender_select": "mcir_select(\"Report_Regions.jsonl\", 2073)" }Report_Agent.json is the summary index. Each region's Blender selection line is in Report_Items.jsonl; its vertex IDs, positions and face IDs are in Report_Regions.jsonl. Open only what you need.
Finish one character.
Move to the next.
Your agent gets the findings as structure, so each turn goes into fixing, not searching. Come back months later, and region #12 is still region #12.