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)