Creating a constant spinning UIImageView - objective-c

I've tried using core animations like this:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionRepeat | UIViewAnimationOptionCurveLinear animations:^{ CGAffineTransform transform = CGAffineTransformMakeRotation(3.14);
self->inner.transform = transform;
} completion:NULL];
}
This spins my UIImageView called outer, but it doesn't complete the 360 degree spin im after smoothly. It jumps after its 3/4 or so the way round. Should I not be rotating on PI?
If I want to change the direction of the rotation how could I do that? It rotates clockwise at the minute.
Thanks

If anyone else needs this at any point:
//outer ring
CABasicAnimation *fullRotationAnimation;
fullRotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
fullRotationAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
fullRotationAnimation.toValue = [NSNumber numberWithFloat:2 * M_PI];
fullRotationAnimation.duration = 4;
fullRotationAnimation.repeatCount = 5000;
//fullRotationAnimation.cumulative = YES;
[self->outer.layer addAnimation:fullRotationAnimation forKey:#"360"];

Related

CAShapeLayer animation flash when I set duration very small

I want to realize a round progress, and the progress value can be set dynamically. The code is followed:
- (CGPoint)center {
return CGPointMake(self.view.frame.origin.x + self.view.frame.size.width / 2.0,
self.view.frame.origin.y + self.view.frame.size.height / 2.0);
}
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
CGMutablePathRef roundPath = CGPathCreateMutable();
CGPathAddArc(roundPath, NULL, self.center.x, self.center.y,
20,
2 * M_PI + M_PI_2,
M_PI_2,
YES);
CAShapeLayer *backgroundLayer = [CAShapeLayer layer];
backgroundLayer.frame = self.view.layer.bounds;
backgroundLayer.path = roundPath;
backgroundLayer.strokeColor = [[NSColor blueColor] CGColor];
backgroundLayer.fillColor = nil;
backgroundLayer.lineWidth = 10.0f;
backgroundLayer.lineJoin = kCALineJoinBevel;
[self.view.layer addSublayer:backgroundLayer];
CAShapeLayer *pathLayer = [CAShapeLayer layer];
pathLayer.frame = self.view.layer.bounds;
pathLayer.path = roundPath;
pathLayer.strokeColor = [[NSColor whiteColor] CGColor];
pathLayer.fillColor = nil;
pathLayer.lineWidth = 10.0f;
pathLayer.lineJoin = kCALineJoinBevel;
[self.view.layer addSublayer:pathLayer];
self.pathLayer = pathLayer;
[self start];
}
- (void)start {
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 0.01;
pathAnimation.fromValue = [NSNumber numberWithFloat:self.progress];
pathAnimation.toValue = [NSNumber numberWithFloat:self.progress+0.01];
[self.pathLayer setStrokeEnd:self.progress + 0.01];
[pathAnimation setDelegate:self];
[self.pathLayer addAnimation:pathAnimation forKey:#"strokeEndAnimation"];
}
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
self.progress += 0.01;
if (self.progress < 1.0) {
[self start];
}
}
I found when I set the duration be 0.1f or even bigger, it will work right.But if I set the duration be 0.01f, the animation will not start from the correct value, it will animate from a bigger value then decrease to the correct value. So the whole animation always flash, anybody got the same question or know why? Thanks very much!
originaluser2 is probably right about the specific cause, but this design is incorrect.
At 60fps, one frame is 0.0167s. You're asking to animate the change in less than a single frame. Each of those animations has its own media timing (kCAMediaTimingFunctionDefault), which means your creating complicated ramp up/ramp down velocities through your animation. And your timing is going to be erratic anyway because you're picking up a little error in every step (animationDidStop can take slightly different amounts of time to run depending on many factors). The whole point of animations is that you don't need to do this kind of stuff. That's why you have an animation engine.
Just animate to progress over the time you want it to take. Don't try to inject many extra animation steps. Injecting steps is what the animation engine does.
CALayer is designed to do most of this stuff for you anyway. You don't need to be creating explicit animations for this; just use implicit. Something like (untested, uncompiled):
- (void)setProgress: (CGFloat)progress {
double velocity = 1.0;
[CATransaction begin];
double delta = fabs(_progress - progress);
[CATransaction setAnimationDuration: delta * velocity];
[self.pathLayer setStrokeEnd: progress];
[CATransaction commit];
}
As Rob says, adding repeated animations isn't the best idea. His solution will probably work out nicely for you. However if you're still insistent on using repeated animations, here's the fix for your current code:
The problem is you're calling this line of code before you add your animation.
[self.pathLayer setStrokeEnd:self.progress + 0.01];
This will create an implicit animation on the layer, and therefore when you come to add your explicit animation – it will cause problems (the flashes you were observing).
The solution is to update the model layer within a CATransaction after you start the animation. You'll also need to set disableActions to YES in order to prevent an implicit animation from being generated.
For example:
- (void)start {
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 0.01;
pathAnimation.fromValue = [NSNumber numberWithFloat:self.progress];
pathAnimation.toValue = [NSNumber numberWithFloat:self.progress+0.01];
[pathAnimation setDelegate:self];
[self.pathLayer addAnimation:pathAnimation forKey:#"strokeEndAnimation"];
[CATransaction begin];
[CATransaction setDisableActions:YES];
[self.pathLayer setStrokeEnd:self.progress + 0.01];
[CATransaction commit];
}
Although, it's also worth noting you could just create your animation by just using a CATransaction, and the implicit animation for strokeEnd.
For example:
- (void)start {
[CATransaction begin];
[CATransaction setAnimationDuration:0.01];
[CATransaction setCompletionBlock:^{
self.progress += 0.01;
if (self.progress < 1.0) {
[self start];
}
}];
[self.pathLayer setStrokeEnd:self.progress + 0.01];
[CATransaction commit];
}
That way you don't have to create a new explicit animation on each iteration.

how to spin an image continuously

I have an wheel image in .png format, I want to know how can i animate so that it rotates continuously, I searched on stackoverflow and found certain snippets of code which helped me rotate my image but it wouldn't rotate continuously, it would just rotate for a few seconds and stop, the code as follows
the code in viewdidload
UIImageView *imageToMove =
[[UIImageView alloc] initWithImage:[UIImageimageNamed:#"horo_circle.png"]];
[self.view addSubview:imageToMove];
[self rotateImage:imageToMove duration:5.0
curve:UIViewAnimationCurveEaseIn degrees:180];
and the animation
- (void)rotateImage:(UIImageView *)image duration:(NSTimeInterval)duration
curve:(int)curve degrees:(CGFloat)degrees
{
// Setup the animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve:curve];
[UIView setAnimationBeginsFromCurrentState:YES];
// The transform matrix
CGAffineTransform transform =
CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(degrees));
image.transform = transform;
// Commit the changes
[UIView commitAnimations];
}
and the following lines after the import
#define M_PI 3.14159265358979323846264338327950288 /* pi */
#define DEGREES_TO_RADIANS(angle) (angle / 180.0 * M_PI)
You are better of doing this with a CABasicAnimation:
if ([self.spinnerOverlay animationForKey:#"SpinAnimation"] == nil) {
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: 2*M_PI];
animation.duration = 10.0f;
animation.repeatCount = INFINITY;
[self.spinnerOverlay.layer addAnimation:animation forKey:#"SpinAnimation"];
}
In this code I check whether the animation is all ready set, not need to set it again.
The spinnerOverlay is in your case the UIImageView you want to rotate.
To stop the animation:
[self.spinnerOverlay.layer removeAnimationForKey:#"SpinAnimation"];
The code bellow will spin a UIImageView called iconView continiously until rotate == NO.
The image will always return to its original position.
- (void)performRotationAnimated
{
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{
self.iconView.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{
self.iconView.transform = CGAffineTransformMakeRotation(0);
}
completion:^(BOOL finished){
if (_rotate) {
[self performRotationAnimated];
}
}];
}];
}
This is a variation on the same theme.
(Total duration: 2 * 0.5 = 1 sec for a spin)
Works like magic!
Here is another way to do it with a timer.
In your viewController.h file, you'll need to declare your timer and image:
#interface ViewController : UIViewController
{
IBOutlet UIImageView *spinningImage;
NSTimer *spinTimer;
}
Next, in your ViewController.m, you add this code and can make the spin go faster by lowering the time interval or by increasing the transform interval.
-(void) viewDidLoad {
spinTimer = [NSTimer scheduledTimerWithTimeInterval:.01 target: self selector:#selector(spinVoid) userInfo:nil repeats:YES];
}
-(void) spinVoid {
spinningImage.transform = CGAffineTransformRotate(spinningImage.transform, 0.001);
}
Hope this helps!
Now that we're at iOS6, please consider switching to block based animations (that are available since iOS 4.0) rather than the classical method. Try this:
[UIView animateWithDuration:duration delay:0.0 options:UIViewAnimationOptionRepeat animations:^{
image.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(degrees));
} completion:nil];
Using the method you've chosen for animations :
[UIView setAnimationRepeatCount:10000000];
or, you can specify the UIViewAnimationOptionRepeat flag in the blocks method animateWithDuration:delay:options:animations:completion:

Flip, Grow, and Translate Animation

Look at this video of the MLB At Bat app. Basically, I just want to present a modalViewController with the UIModalPresentationFormSheet style and have it grow from another view then flip. Like when you tap on a game in the scoreboard on the MLB app. Anyone know how I can accomplish this?
Thanks
EDIT: My main view is pretty much the same setup as the MLB app. I'm using AQGridView and want the animation to occur when a cell in the grid view is tapped.
EDIT 2: I'd also be open to ditching the UIViewController concept and just using a plain UIView, then replicate the style of UIModalPresentationFormSheet manually if that's easier.
EDIT 3: Okay, forget using a UIViewController to do this, since I haven't gotten any responses, I'll assume it isn't possible. My new question is just how do I replicate the animation in the posted video using just UIView's? So basically, the initial view needs to grow, move, and flip all at the same time.
EDIT 4: I think I have the actual animation figured out, now my only problem is calculating coordinates to feed into CATransform3DTranslate. My view needs to animate pretty much exactly like in the video. It needs to start over another view and animate to the center of the screen. Here's how I'm trying to calculate the coordinates for the view that pops up in the center:
CGPoint detailInitialPoint = [gridView convertPoint:view.frame.origin toView:detailView.frame.origin];
CGPoint detailFinalPoint = detailView.frame.origin;
gridView is the container view of my main view that holds the smaller grid items. view is the specific grid item that we are animating from. And detailView is the view that comes up in the middle of the screen.
You can implement your own transition using a category on UIViewControler.
UIViewController+ShowModalFromView.h
#import <Foundation/Foundation.h>
#import <QuartzCore/QuartzCore.h>
#interface UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view;
#end
UIViewController+ShowModalFromView.m
#import "UIViewController+ShowModalFromView.h"
#implementation UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view {
modalViewController.modalPresentationStyle = UIModalPresentationFormSheet;
// Add the modal viewController but don't animate it. We will handle the animation manually
[self presentModalViewController:modalViewController animated:NO];
// Remove the shadow. It causes weird artifacts while animating the view.
CGColorRef originalShadowColor = modalViewController.view.superview.layer.shadowColor;
modalViewController.view.superview.layer.shadowColor = [[UIColor clearColor] CGColor];
// Save the original size of the viewController's view
CGRect originalFrame = modalViewController.view.superview.frame;
// Set the frame to the one of the view we want to animate from
modalViewController.view.superview.frame = view.frame;
// Begin animation
[UIView animateWithDuration:1.0f
animations:^{
// Set the original frame back
modalViewController.view.superview.frame = originalFrame;
}
completion:^(BOOL finished) {
// Set the original shadow color back after the animation has finished
modalViewController.view.superview.layer.shadowColor = originalShadowColor;
}];
}
#end
This can easily be changed to use whatever animated transition you want; for your's, you might want to use a CA3DTransform. Hope this helps!
To do a flip, grow, and translate animation you can use the following code:
- (void)animate {
int newX, newY; //New position
int newW, newH; //New size
[UIView animateWithDuration:someDuration delay:someDelay animations:^{
yourView.transform = CATransform3DMakeRotation(M_PI_2,1.0,0.0,0.0); //flip halfway
yourView.frame = CGRectMake(newX/2, newY/2, newW/2, newH/2);
} completion:^{
while ([yourView.subviews count] > 0)
[[yourView.subviews lastObject] removeFromSuperview]; // remove all subviews
// Add your new views here
[UIView animateWithDuration:someDuration delay:someDelay animations:^{
yourView.transform = CATransform3DMakeRotation(M_PI,1.0,0.0,0.0); //finish the flip
yourView.frame = CGRectMake(newX, newY, newW, newH);
} completion:^{
// Flip completion code here
}];
}];
}
Hope this helps!
OK, I figured it out. Here's what I did:
CGFloat duration = 0.8;
/*
//Detail View Animations
*/
CATransform3D initialDetailScale = CATransform3DMakeScale(view.frame.size.width/vc.view.frame.size.width, view.frame.size.height/vc.view.frame.size.height, 1.0);
CATransform3D initialDetailTransform = CATransform3DRotate(initialDetailScale, -M_PI, 0.0, -1.0, 0.0);
CATransform3D finalDetailScale = CATransform3DMakeScale(1.0, 1.0, 1.0);
CATransform3D finalDetailTransform = CATransform3DRotate(finalDetailScale, 0.0, 0.0, -1.0, 0.0);
NSMutableArray *detailAnimations = [NSMutableArray array];
CABasicAnimation *detailTransform = [CABasicAnimation animationWithKeyPath:#"transform"];
detailTransform.fromValue = [NSValue valueWithCATransform3D:initialDetailTransform];
detailTransform.toValue = [NSValue valueWithCATransform3D:finalDetailTransform];
detailTransform.duration = duration;
[detailAnimations addObject:detailTransform];
CABasicAnimation *detailFadeIn = [CABasicAnimation animationWithKeyPath:#"opacity"];
detailFadeIn.fromValue = [NSNumber numberWithFloat:1.0];
detailFadeIn.toValue = [NSNumber numberWithFloat:1.0];
detailFadeIn.duration = duration/2;
detailFadeIn.beginTime = duration/2;
[detailAnimations addObject:detailFadeIn];
CABasicAnimation *detailMove = [CABasicAnimation animationWithKeyPath:#"position"];
detailMove.fromValue = [NSValue valueWithCGPoint:vc.view.layer.position];
detailMove.toValue = [NSValue valueWithCGPoint:self.view.layer.position];
detailMove.duration = duration;
[detailAnimations addObject:detailMove];
CAAnimationGroup *detailGroup = [CAAnimationGroup animation];
[detailGroup setAnimations:detailAnimations];
[detailGroup setDuration:duration];
detailGroup.removedOnCompletion = NO;
detailGroup.fillMode = kCAFillModeForwards;
detailGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[vc.view.layer addAnimation:detailGroup forKey:#"anim"];
/*
//Grid Item View Animations
*/
CATransform3D initialGridScale = CATransform3DMakeScale(1.0, 1.0, 1.0);
CATransform3D initialGridTransform = CATransform3DRotate(initialGridScale, 0.0, 0.0, 1.0, 0.0);
CATransform3D finalGridScale = CATransform3DMakeScale(vc.view.frame.size.width/view.frame.size.width, vc.view.frame.size.height/view.frame.size.height, 1.0);
CATransform3D finalGridTransform = CATransform3DRotate(finalGridScale, M_PI, 0.0, 1.0, 0.0);
NSMutableArray *gridAnimations = [NSMutableArray array];
CABasicAnimation *gridTransform = [CABasicAnimation animationWithKeyPath:#"transform"];
gridTransform.fromValue = [NSValue valueWithCATransform3D:initialGridTransform];
gridTransform.toValue = [NSValue valueWithCATransform3D:finalGridTransform];
gridTransform.duration = duration;
[gridAnimations addObject:gridTransform];
CABasicAnimation *gridFadeOut = [CABasicAnimation animationWithKeyPath:#"opacity"];
gridFadeOut.fromValue = [NSNumber numberWithFloat:0.0];
gridFadeOut.toValue = [NSNumber numberWithFloat:0.0];
gridFadeOut.duration = duration/2;
gridFadeOut.beginTime = duration/2;
[gridAnimations addObject:gridFadeOut];
CABasicAnimation *gridMove = [CABasicAnimation animationWithKeyPath:#"position"];
gridMove.fromValue = [NSValue valueWithCGPoint:view.layer.position];
gridMove.toValue = [NSValue valueWithCGPoint:[self.view.layer convertPoint:self.view.layer.position toLayer:gridView.layer]];
gridMove.duration = duration;
[gridAnimations addObject:gridMove];
CAAnimationGroup *gridGroup = [CAAnimationGroup animation];
[gridGroup setAnimations:gridAnimations];
gridGroup.duration = duration;
gridGroup.fillMode = kCAFillModeForwards;
gridGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
gridGroup.removedOnCompletion = NO;
[view.layer addAnimation:gridGroup forKey:#"anim"];
I'm doing this with an item in an AQGridView. In my code sample view is the instance of AQGridViewCell that I am animating. And vc.view is my detail UIViewController/UIView that I'm displaying.
I would highly recommend taking a look at this post.
You shouldn't need to actually handle all this animation yourself.
If you use the UIView class method transitionFromView:toView:duration:options:completion: and passing in UIViewAnimationOptionTransitionFlipFromLeft or UIViewAnimationOptionTransitionFlipFromRight -- whichever way you want the animation to flip.
I have implemented the same thing as shown in the MLB app using this method. Your from view would be the cell in the grid and the to view would be the thing that would on the "back" of the cell.
Hope this will reduce the overall code you'll need.
I would use a UICollectionView with a custom UICollectionViewCell and animate in with its delegate call... Just an example for others to pick at.
#pragma mark - UICollectionViewDelegate
- (void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:
(NSIndexPath *)indexPath
{
[UIView beginAnimations:#"showImage" context:Nil];
CGRect cellFrame = cell.frame;
CGRect imgFram = cell.imageView.frame;
[UIView setAnimationDuration:0.8];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:cell
cache:YES];
cellFrame.size = CGSizeMake(200, 200);
cellFrame.origin.y = 10;
cellFrame.origin.x = 45;
cell.frame = cellFrame;
imgFram.size = CGSizeMake(200, 200);
cell.imageView.frame = imgFram;
[collectionView bringSubviewToFront:cell];
[UIView commitAnimations];
}

CGAffineTransformMakeRotation before a CABasicAnimation

I'm performing a rotation of an UIImageView in place first before performing a rotation animation:
// rotate to the left by 90 degrees
someView.transform = CGAffineTransformMakeRotation((-0.5)*M_PI);
Then calling a rotation on the view by 180 degrees... but it seems like it is rotating the image starting from the original position as if it was not initially rotated.
- (void)rotateIndicatorToAngle: (UIView *)view angle: (NSNumber *)angleInDegrees
{
CALayer *layer = view.layer;
CGFloat duration = 5.0;
CGFloat radians = [self ConvertDegreesToRadians: [angleInDegrees floatValue]];
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: radians];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = 1.0;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.timingFunction = [CAMediaTimingFunction
functionWithName:kCAMediaTimingFunctionEaseOut];
[layer addAnimation: rotationAnimation forKey: #"rotationAnimation"];
}
What gives?
rotationAnimation.cumulative = YES;
Have you tried using rotationAnimation.additive = YES; instead of cumulative?
You could use the class methods from UIView to easily animate your view:
[UIView beginAnimation: #"Rotate" context: nil];
[UIView setAnimationDuration: 5.0f];
[UIView setAnimationCurve: UIViewAnimationCurveEaseOut];
CGFloat radians = [self ConvertDegreesToRadians: [angleInDegrees floatValue]];
view.transform = CGAffineTransformMakeRotation(radians);
[UIView commitAnimation];
That's what I'm using most of the time, no need to use layers.
UPDATE: I mean, I find it easier not to use layers in that case, no pejorative value on using layers.

iphone sdk MapView update users location

I've successfully put together a mapview with a pin annotation representing the users current position that updates at a set interval. When the location manager updates the user's position, the pin annotation disappears and reappears at the new location. Has anyone played with getting the current user's GPS location to update through the use of an animation, like what is done in Apple's offical mapping application? If so, I'd love some pointers to get this to work. Thanks!
Solution 1:
First, you need to make your view controller implement MKMapViewDelegate if it doesn't already.
Then, implement this method:
- (void)mapView:(MKMapView *)mapView didAddAnnotationViews:(NSArray *)views {
MKAnnotationView *aV;
for (aV in views) {
CGRect endFrame = aV.frame;
aV.frame = CGRectMake(aV.frame.origin.x, aV.frame.origin.y - 230.0, aV.frame.size.width, aV.frame.size.height);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.45];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[aV setFrame:endFrame];
[UIView commitAnimations];
}
}
Add your annotations to the MapView and when they are added, this delegate method will be called and will animate the pins from top to bottom as they are added.
The values for timing and positioning can be changed a little bit but I've tweaked it to make it look best/closest to the traditional drop (as far as I've tested).
Solution 2:
Alternatively, if you're making a MKAnnotationView subclass, you can use didMoveToSuperview to trigger the animation. The following does a drop that ends in a slight 'squish' effect
#define kDropCompressAmount 0.1
#implementation MyAnnotationViewSubclass
...
- (void)didMoveToSuperview {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.duration = 0.4;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeTranslation(0, -400, 0)];
animation.toValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
CABasicAnimation *animation2 = [CABasicAnimation animationWithKeyPath:#"transform"];
animation2.duration = 0.10;
animation2.beginTime = animation.duration;
animation2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
animation2.toValue = [NSValue valueWithCATransform3D:CATransform3DScale(CATransform3DMakeTranslation(0, self.layer.frame.size.height*kDropCompressAmount, 0), 1.0, 1.0-kDropCompressAmount, 1.0)];
animation2.fillMode = kCAFillModeForwards;
CABasicAnimation *animation3 = [CABasicAnimation animationWithKeyPath:#"transform"];
animation3.duration = 0.15;
animation3.beginTime = animation.duration+animation2.duration;
animation3.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
animation3.toValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
animation3.fillMode = kCAFillModeForwards;
CAAnimationGroup *group = [CAAnimationGroup animation];
group.animations = [NSArray arrayWithObjects:animation, animation2, animation3, nil];
group.duration = animation.duration+animation2.duration+animation3.duration;
group.fillMode = kCAFillModeForwards;
[self.layer addAnimation:group forKey:nil];
}
Hope this helps!
PK