I’m a sucker for the new recorder docker feature, so I recorded a little tut on how (easy it is) to use it:
Hi. My ffmeg is not available. How to make it work? Im using android version btw.
didn’t try that on android yet - but on pc you have to install it separately and show krita the path to the exe file
here’s how to install on windows: How to Install FFmpeg on Windows: 15 Steps (with Pictures)
Thank you for the info 


But im just curious why krita need to use the ffmeg. I dont know much about all this but on infinite painter or any android/ios app, the recorder seems to just work without any set up and choices.
Well anyway, ill try, if its too hard ill just use screen recorder.
Edit: i just watch the 2 video above. So many coding picture, blinded my eyes. Yea no… Ill just stick to screen recorder 

Woo this is nice, i will try it later and share a small test.
Thanks for showing this!
yeah… android seems like linux without kde or anything sometimes 
I guess the recorder works without the ffmpeg (the stroke 'frames"are saved) but it needs it for exporting animation files
I can’t tell you for sure why Krita uses FFmpeg, because I don’t know the decision that led to the use of FFmpeg.
But when I look at the history of Krita’s development, I know that Krita’s ancestor started as a graphics software for computers running Linux, and over the decades it grew into the Krita it is today, adding features and making them available to other operating systems, adapting to them rather than developing specifically for them.
And so it happens that at some point Krita settled for FFmpeg for video functions, which is widely used in the PC operating system space, i.e. Linux, Mac, Windows, it is available everywhere and is license compatible with Krita.
I would have to look it up to be able to say exactly, but I suspect that the “mobile branch” of Krita, i.e. Android, was only added at a time when the decision for FFmpeg had already been made, so I may be wrong. Who knows, maybe there would have been a different decision if Krita (or rather its ancestor) had been designed from the beginning for all the operating systems it serves today.
Now to the other programs.
Whether Infinite Painter or other software developed from the beginning only for mobile operating systems, often not bound to the Krita binding licenses, so not open source software, they can use the necessary program libraries of any origin, at the latest if they pay the license fees for it, and they can also take into account the possibilities directly available in the operating systems in their development, a possibility that Krita did not have, Android and iOS did not even exist when Krita’s ancestor was launched.
That’s why apps that are developed for only one or two platforms have a much easier time providing these features out of the box than a program that has to work on completely different hardware and operating system architectures with a multitude of interfaces, main processors, GPUs to consider.
Michelist
O okay, i understand thanks 
That’s some real in depth explanation. Thanks