Creates APNG animation from PNG/TGA image sequence.
apngasm output.png frame001.png [options]
apngasm output.png frame*.png [options]
1
10
: frame delay is 1/10 sec. (default)
-l2
: 2 loops (default is0
, forever)-f
: skip the first frame-hs##
: input is horizontal strip of ## frames (example:-hs12
)-vs##
: input is vertical strip of ## frames (example:-vs12
)-kp
: keep palette-kc
: keep color type-z0
: zlib compression-z1
: 7zip compression (default)-z2
: Zopfli compression-i##
: number of iterations (default-i15
)
Let's say you have following frame sequence:
frame01.png
frame02.png
frame03.png
And you want to have 3/4 seconds delay between frames. The correct command will be apngasm output.png frame01.png 3 4
.
If frame02.txt
is found with the following one-line content, it will override delay information for frame 2: delay=25/100
.
The same as above, but you added "invisible" frame00.png
:
frame00.png
- invisible
frame01.png
frame02.png
frame03.png
The correct command will be apngasm output.png frame00.png 3 4 /f
.
That way APNG supported browsers and image viewers will show frame01-frame02-frame03 animation, while IE will display static frame00.png
image.
apngasm output.png frame01.png
That way you'll get 1/10 sec delay.
Using this 2900x100 "filmstrip" image as input: https://abs.twimg.com/a/1470716385/img/animations/web_heart_animation.png
apngasm output.png web_heart_animation.png -hs29
Switch -hs29
specifies that input is horizontal strip of 29 frames.
Some optimizations used in APNG Assembler might re-sort the palette, or change the color type from RGBA and RGB modes to RGB and indexed modes. Those optimizations are only performed when they are lossless, but if you want to avoid changing the palette or colortype, use those switches to turn them off:
/kp
: keep palette/kc
: keep color type
Max Stephin - Creator of the original APNG Assembler
SombrAbsol - Maintainer of this fork
You can find the zlib licence here.