Split GLB save logic out of nodes_hunyuan3d.py into a new nodes_save_3d.py, and extend the writer to support UVs, per-vertex colors, and embedded baseColor textures. Extend the MESH type with optional uvs, vertex_colors, and texture fields so meshes can carry texture data through the graph. Add pack_variable_mesh_batch / get_mesh_batch_item helpers and switch VoxelToMesh / VoxelToMeshBasic to use them so batches with differing vertex/face counts no longer fail at torch.stack. |
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| .. | ||
| input | ||
| input_impl | ||
| internal | ||
| latest | ||
| torch_helpers | ||
| util | ||
| v0_0_1 | ||
| v0_0_2 | ||
| feature_flags.py | ||
| generate_api_stubs.py | ||
| util.py | ||
| version_list.py | ||