diff --git a/io_mesh_ply/export_ply.py b/io_mesh_ply/export_ply.py index 60d9b7ea3b8ff0f9e268676857da9c1c2d42da74..4e67b0c94f9b43b0e2b8dba9118dd134ded15152 100644 --- a/io_mesh_ply/export_ply.py +++ b/io_mesh_ply/export_ply.py @@ -70,16 +70,15 @@ def save(operator, mesh.calc_tessface() has_uv = (len(mesh.tessface_uv_textures) > 0) - has_uv_vertex = (len(mesh.sticky) > 0) has_vcol = len(mesh.tessface_vertex_colors) > 0 - if (not has_uv) and (not has_uv_vertex): + if not has_uv: use_uv_coords = False if not has_vcol: use_colors = False if not use_uv_coords: - has_uv = has_uv_vertex = False + has_uv = False if not use_colors: has_vcol = False @@ -135,9 +134,6 @@ def save(operator, if has_uv: uvcoord = uv[j][0], uv[j][1] uvcoord_key = rvec2d(uvcoord) - elif has_uv_vertex: - uvcoord = v.uvco[0], v.uvco[1] - uvcoord_key = rvec2d(uvcoord) if has_vcol: color = col[j] diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py index c5b1216102f43e9c20005b1500edbba1ca3ca10c..f7ecf2161156244bcbbb9e5f3d7f6606109d318f 100644 --- a/io_scene_3ds/export_3ds.py +++ b/io_scene_3ds/export_3ds.py @@ -831,14 +831,8 @@ def make_mesh_chunk(mesh, matrix, materialDict): vert_array = _3ds_array() for vert in mesh.vertices: vert_array.add(_3ds_point_3d(vert.co)) - # If the mesh has vertex UVs, create an array of UVs: - if mesh.sticky: - uv_array = _3ds_array() - for uv in mesh.sticky: - uv_array.add(_3ds_point_uv(uv.co)) - else: - # no UV at all: - uv_array = None + # no UV at all: + uv_array = None # create the chunk: mesh_chunk = _3ds_chunk(OBJECT_MESH)