ok, the problem with the jpeg -> he don't take the new (better) one. I imported a copy to the library and replaces this images at the container. than he takes the new one.
This is one Bug. The same is if I modify an image external and refresh it at the library... after exporting he takes the old size?! (e.g if it's bigger he scale it)
But all of this I find workarounds.
But not with the png export... he modifies it!
I'm also baffled as to why it exports my jpg as a png or why it modifies it at all. I had a 36k jpg and it exported a 291k png. What I did was open up the java script file and at the very top is the list of images I replaced the png with the jpg.Then I put the jpg in the images folder and deleted the bloated 291k png.
what I like is the spritesheet functionality, to copy the all images as single files is a workaround, sure, but you lose the spritesheet export.
At the end I use a nodejs script to minify the spritesheet.png from (160k to 40k!)
But the biggest problem is the the modification of of my pngs
and next thing is that he sometimes not refresh my updated images at export, only at gui.
I don't have your problem. Adobe AN exported my image.jpg as the original. Maybe you have to play with the setting for the image in the library or the export settings for you project or you file was a png-file before and he don't refresh it at the export, than just replace the hole image with a copy.
Edge Animate link images vs Animate import images
Edge Animate link images vs Animate export images
Solution is to keep original TinyPNGs on other place for replacing exported PNGs.
It's well worth having the Photoshop TinyPNG plugin, so that you can quickly batch recreate the full set of optimized images.
The free converter is limited to 5MB file size, and 20 at a time.
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best solution to optimize the png for me is to use nodejs scripts at a (manual) post task (grunt-contrib-imagemin + imagemin-pngquant)
but i write before... I want to use a "the spritesheet" and optimize this spritesheet.png :-)