The .3ds format comes from 3D Studio, and most 3D programs still read and write it. A .3ds file is built of chunks: its meshes, their materials, and a keyframer that places and animates its objects. The Source view lists them.


A .3ds mesh holds one UV per vertex, so a vertex on a seam is stored once for each side of it. WebUVs reads those copies as one point on the model, cut by a seam in the UV layout.
Pick its own 3DS under Download As to save the file back with the UVs as they are now. Only the meshes' UVs change, and the vertices new seams need; every other byte, its animation included, stays as it was.
Saving back can be refused:
A model opened from an OBJ or an .i3d can be saved as a new .3ds: each object a mesh with its UVs, each material's color, texture and opacity map, standing Z up as a .3ds does, at the frame showing. It holds no keyframer: no animation, hierarchy or pivots.
A .3ds stands Z up. WebUVs shows it so to begin with: see Orientation.