How to check for APNG sizes in sticker packs please?

My sticker pack animations work great in the simulator and, after transferring via xcode, on my iPhone. However, when I send the stickers to others they're not animated. Also, the App Store reviewer accepted my build but rejected my description of "animated" because the reviewer sees them as not animated.


I suspect the APNG size may be the culprit -- some may be larger than the 500KB limit. How do I check the size of the APNGs in my sticker pack please?


I understand because xcode created the APNG from a series of my PNGs, the resulting APNG will be larger than the sum of the PNG sizes, so there must be a more accurate way to check than just adding up the individual PNG sizes.


Thanks for your help.


Shelley

I have the same issue. I followed the tutorial for making stickers in Motion, and the PNG files export at 419 kb EACH. So, if they export 29 png files, there is no way that we can have that kind of file size correct? The crazy part is that the animated pngs actually show as working perfectly - I just cant get them to stick when peeled or show up in the text field. However, when I cut it down to about 4 images, all of a sudden it started working. I hope someone can shed some light on this!!

Oversize sequences just won't work. I mentioned this on a couple other posts, but you should check out PNG Animator in the Mac Store (I think RinkTank you were in one of them). I'm not affiliated with the app in anyway, its just been a life saver for compressing these animated PNGS. You get a single .png file (note, its not .apng) and that you can drag into the pack like a still image. When run, it will be animated.

I found it much easier to create my animated stickers by creating an image sequence directly in xcode. One of my stickers was over the limit, and there was a tiny yellow triangle warning sign that popped up at the top of the xcode screen, so you might look for that. I ran my images through tinypng and that brought the sequence back under 500kb.

While I certainly appreciate the remedies, I simply cannot believe that Apple would suggest using Motion for this task, especially considering I BOUGHT it just for that and I will still need to run the sequence through other software just to make it small enough to run it. I mean, to give three different example demos, all of which do not work - how is that even possible? Did nobody even test their demo projects before sending them out to developers? Not cool.


Regardless, thanks for the tips @sridgely and @CartoonSmart.com. I'll give them a whirl and see what I come up with!

I ran into the same problem and have found a decent workflow. Here's what I do:


  • Create the animation in Motion
  • Export the PNG image sequence
  • I then drop all PNG files for the sequence into ImageOptim (free). You can play with settings but I'm usually able to get 90% improvement on file size.
  • From there, you can drop them into XCode as an image sequence
  • I've also been experimenting with creating APNG with apngasm on the command line


Hope that helps. Now if I can only figure out how to get animations to stop at the end and not loop forever.

Hey, Im just reading the thread here and running into similar problems. I'm kind of a noob with animating in Xcode, what do you mean by Motion? If I were to make a gif in xcode I would do something like this; is this correct? https://www.youtube.com/watch?v=La70IhTPVFs

thanks in advance

No, you definitely don't want to use that video. Its nice video on how to write code in Swift to animate images, but it has nothing to do with animating stickers or Sticker packs.

  • Forget about GIF first off. They don't look as good as APNG's for stickers.
  • And you don't need to use Motion either. Thats overkill.
  • When you have a sequence of images you want to animate, just use a program like PNG Animator, drop the images in, adjust the timing, and then export it. It will create a .png file (but don't let the extension fool you, its an APNG type).
  • Then all you have to do is drop that .png file into Xcode. It will be animated when you build.
How to check for APNG sizes in sticker packs please?
 
 
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