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MCIR · Mesh Condition Inspection Report

2,000,000 triangles

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.

One foot drawn as 46 stacked slices, 5 mm apart, coloured from the heel in blue to the toes in red. Each toe shows as its own set of small loops.
One foot, 46 slices at 5 mm.

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.

A torso seen from the side, drawn as 115 horizontal slices, 5 mm apart, coloured from blue at the bottom to red at the top. Most lines flow smoothly; a few step where one surface sits on another.
115

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.

A full-body mesh drawn as stacked horizontal slices in dim colour from blue at the feet to red at the head. A few regions on the torso glow white, marking where the geometry was flagged.
2,000,000

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.

A sample MCIR report page for self-intersection region 141: front, left and right silhouettes with the spot circled at the waist, a close-up of the overlapping triangles with scale bars and XYZ arrows, and a table of centre, extent, vertex and triangle counts.

So we went
looking, hard.

What you get

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.

GLB glTF OBJ FBX VRM PMX DAE 3MF PLY STLAccepted formats
2,000,000Triangles, maximum
200 MBFile size, maximum
PDF + JSONWhat you get back
// 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.

See the sample report above.

Meshes up to 2,000,000 triangles and 200 MB. A .zip with a single mesh is fine. Your file is deleted after processing.