misadventures in linux (meaningless ramble)
3 weeks ago
General
so i figured out that the reason why APNGasm and APNGdis were not working on linux mint is that the GUI version is only available on windows and mac, the linux versions are CLI. i managed to get APNGdis to work by using the following code:
apngdis (Name).png
super simple! it exports everything to the home folder, which seems to be default location for linux, although if i really cared hard enough i could try making a dedicated folder, but i don't want to complicate anything any farther.
the downside is that i can't seem to get APNGasm to work. by default, you have to enter in every single named file alphanumerically, which is a bit pain in the butt. there is a way to create an automated sequence based on file name without having to enter in everything yourself, but it has to be zero-padded due to the way linux counts files (for example, image10 would be between image1 and image2 based on the way it reads text)
and i really can't stand the thought of renaming all of the files manually, which i would have to do no matter what. i guess i will stick with dragging and dropping frames into jdAnimatedImageEditor (a proper GUI) for compiling APNGs and just use APNGdis to disassemble them. my main concern is whether or not jdAnimatedImageEditor is 64 bit or not, which if it isn't would seriously limit my ability to animate anything longer than a few seconds, which i haven't tried to do yet. chatGPT says that it's just python script and that the terms 32 and 64 bit are kind of irrelevant, but i know that chatGPT is a seasoned liar and i really don't know anything about computers besides how to use them and what formats are crap (WEBP is the antichrist! i hate the antichrist! sir, come out and drink your corn syrup!). but at least now i have a fallback option with APNGasm i could bother to learn if i really had to. i've used the 64 bit version on windows before, which was updated recently.
i have no clue why 32 bit systems haven't been completely replaced nowadays. i'm just glad that i'm starting to get over my fear of the terminal and some things are actually quite easy, it's just very finnicky like being case sensitive or using undercores or spaces in certain circumstances. regardless, itaku.ee seems to be the only place online that supports APNG format and i'm limited to about 4 seconds for animation at 1000x750 resolution given just how big APNGs are (it's about 10 MB per second at this size at 30.3 fps), but i refuse to use lossy codecs on my precious art.
in january, maxnoward is gonna make me an animation with my alopex model he made me and he'll send it as a blend document so i can export it however which way i want. i still can't really "animate" beyond static turntables, and her scarf's forward kinetics is gonna be a pain unless there's an easier way like simulating inertia. however, i know enough about blender to play with the compositor, move the camera around, and modify export settings. so i guess i did learn something. max offered to add scars to alopex for free. i'm gonna send him $60 in a month from now for the project. he tells me that he's an intermediate animator and it might not be as polished as other creators, but a walk cycle should be an easy starting place.
apngdis (Name).png
super simple! it exports everything to the home folder, which seems to be default location for linux, although if i really cared hard enough i could try making a dedicated folder, but i don't want to complicate anything any farther.
the downside is that i can't seem to get APNGasm to work. by default, you have to enter in every single named file alphanumerically, which is a bit pain in the butt. there is a way to create an automated sequence based on file name without having to enter in everything yourself, but it has to be zero-padded due to the way linux counts files (for example, image10 would be between image1 and image2 based on the way it reads text)
and i really can't stand the thought of renaming all of the files manually, which i would have to do no matter what. i guess i will stick with dragging and dropping frames into jdAnimatedImageEditor (a proper GUI) for compiling APNGs and just use APNGdis to disassemble them. my main concern is whether or not jdAnimatedImageEditor is 64 bit or not, which if it isn't would seriously limit my ability to animate anything longer than a few seconds, which i haven't tried to do yet. chatGPT says that it's just python script and that the terms 32 and 64 bit are kind of irrelevant, but i know that chatGPT is a seasoned liar and i really don't know anything about computers besides how to use them and what formats are crap (WEBP is the antichrist! i hate the antichrist! sir, come out and drink your corn syrup!). but at least now i have a fallback option with APNGasm i could bother to learn if i really had to. i've used the 64 bit version on windows before, which was updated recently.
i have no clue why 32 bit systems haven't been completely replaced nowadays. i'm just glad that i'm starting to get over my fear of the terminal and some things are actually quite easy, it's just very finnicky like being case sensitive or using undercores or spaces in certain circumstances. regardless, itaku.ee seems to be the only place online that supports APNG format and i'm limited to about 4 seconds for animation at 1000x750 resolution given just how big APNGs are (it's about 10 MB per second at this size at 30.3 fps), but i refuse to use lossy codecs on my precious art.
in january, maxnoward is gonna make me an animation with my alopex model he made me and he'll send it as a blend document so i can export it however which way i want. i still can't really "animate" beyond static turntables, and her scarf's forward kinetics is gonna be a pain unless there's an easier way like simulating inertia. however, i know enough about blender to play with the compositor, move the camera around, and modify export settings. so i guess i did learn something. max offered to add scars to alopex for free. i'm gonna send him $60 in a month from now for the project. he tells me that he's an intermediate animator and it might not be as polished as other creators, but a walk cycle should be an easy starting place.
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