如何使用CAKeyframeAnimation为CATransform3D制作动画?
  我已经使用CAKeyframeAnimations来动画化一个图层的transform.rotation和transform.translation.x属性,但是我无法隐式地为transform属性设置动画。  我有一个必须在两个状态之间动画的图层,而CABasicAnimation的默认插值完全不正确,并且不遵循我想要的路径。  CAKeyframeAnimation来拯救,或者我想。  任何使用CAKeyframeAnimation动画transform尝试都会导致视图在其他动画运行时立即捕捉到最终变换。  如果我删除了以下函数的前半部分,并让我的“变形”事件在底部使用了CABasicAnimation,则它的动画效果非常好 - 尽管沿途有不正确的插值变换。 
我的图层委托实现了以下内容:
- (id <CAAction>) actionForLayer:(CALayer *)layer forKey:(NSString *)event
{    
    if ([event isEqualToString:@"transform"])
    {
        CGSize startSize = ((CALayer *)self.layer.presentationLayer).bounds.size;
        CGSize endSize = self.layer.bounds.size;
        CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:event];
        animation.duration = 0.25;
        NSMutableArray *values = [NSMutableArray array];
        int stepCount = 10;
        for (int i = 0; i < stepCount; i++)
        {
            CGFloat p = i / (float)(stepCount - 1);
            CGSize size = [self interpolateBetweenSize:startSize andSize:endSize percentage:p];
            CATransform3D transform = [self transformForSize:size];
            [values addObject:[NSValue valueWithCATransform3D:transform]];
        }
        animation.values = values;
        return animation;
    }
    // All other animations use this basic animation
    CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:event];
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
    animation.removedOnCompletion = YES;
    animation.fillMode = kCAFillModeForwards;
    animation.duration = 0.25;
    return animation;
}
我的转换是一个翻译后跟一个旋转,但我认为带有单独关键帧动画的组动画通过翻译和旋转进行动画会导致疯狂的城镇。 我已经确认,大小和转换对于我通过的所有p值都是正确的,并且p的严格范围从0到1。
我试着设置一个非默认的定时函数,我试着设置一个定时函数的数组,我已经省略了keyTImes,我设置了一个repeatCount为0,removedOnCompletion = YES和一个fillMode的forwards,没有效果。 我没有正确创建变换关键帧动画?
这项技术可以在iOS 3中运行,但在iOS 5.0中似乎被破坏了。
5.1“神奇地”解决了这个问题,它似乎是iOS 5.0中的一个bug。 我会提交一个雷达,但它现在在5.1中工作。
@Gsnyder:一些背景:我正在尝试使用Clear-like UI(与Clear完全无关),并提出了这个问题:http://blog.massivehealth.com/post/18563684407/clear。 这应该解释需要旋转和翻译。
从那时起,我创建了一个快门过渡,将视图细分为N层(而不是2),看起来像这样://///。
我的代码不是为边界设置动画,而是使用每一步的大小来确定必要的变换。
@ Paul.s:隐式允许我在图层类中保留这个抽象而不污染拥有它的视图控制器。 视图控制器应该只是改变周围的边界,并且图层应该适当地移动。 当视图本身可以处理它时,我不是拥有许多自定义动画的视图控制器的粉丝。
我需要使用关键帧动画,因为图层之间的默认动画通过不正确的角度变换/和_动画,所以/// 图层在整个变换中不排队。 关键帧动画确保边缘在所有动画都正确排列。
我正在考虑这封闭,这似乎是iOS 5.0中的一个错误,并已被修复。 感谢大家。
(void)animateViewWith3DCurrentView:(UIView *)currentView withPoing:(CGPoint)movePoint
{
    //flip the view by 180 degrees in its place first.
    currentView.layer.transform =          CATransform3DRotate(currentView.layer.transform,myRotationAngle(180), 0, 1, 0);
    //set the anchor point so that the view rotates on one of its sides.
    currentView.layer.anchorPoint = CGPointMake(0.5, 0.5);
    //Set up scaling
    CABasicAnimation *resizeAnimation = [CABasicAnimation animationWithKeyPath:kResizeKey];
    //we are going to fill the screen here. So 423,337
    [resizeAnimation setToValue:[NSValue valueWithCGSize:CGSizeMake(423, 337)]];
    resizeAnimation.fillMode            = kCAFillModeForwards;
    resizeAnimation.removedOnCompletion = NO;
     // Set up path movement
    UIBezierPath *movePath = [UIBezierPath bezierPath];
    //the control point is now set to centre of the filled screen. Change this to make the path different.
    // CGPoint ctlPoint       = CGPointMake(0.0, 0.5);
    CGPoint ctlPoint       = CGPointMake(1024/2, 768/2);
    //This is the starting point of the animation. This should ideally be a function of the frame of the view to be animated. Hardcoded here.
    // Set here to get the accurate point..
    [movePath moveToPoint:movePoint];
    //The anchor point is going to end up here at the end of the animation.
    [movePath addQuadCurveToPoint:CGPointMake(1024/2, 768/2) controlPoint:ctlPoint];
    CAKeyframeAnimation *moveAnim = [CAKeyframeAnimation animationWithKeyPath:kPathMovement];
    moveAnim.path                = movePath.CGPath;
    moveAnim.removedOnCompletion = YES;
     // Setup rotation animation
    CABasicAnimation* rotateAnimation = [CABasicAnimation animationWithKeyPath:kRotation];
    //start from 180 degrees (done in 1st line)
    CATransform3D fromTransform       = CATransform3DMakeRotation(myRotationAngle(180), 0, 1, 0);
    //come back to 0 degrees
    CATransform3D toTransform         = CATransform3DMakeRotation(myRotationAngle(0), 0, 1, 0);
    //This is done to get some perspective.
    CATransform3D persp1 = CATransform3DIdentity;
    persp1.m34 = 1.0 / -3000;
    fromTransform = CATransform3DConcat(fromTransform, persp1);
    toTransform = CATransform3DConcat(toTransform,persp1);
    rotateAnimation.toValue             = [NSValue valueWithCATransform3D:toTransform];
    rotateAnimation.fromValue           = [NSValue valueWithCATransform3D:fromTransform];
    //rotateAnimation.duration            = 2;
    rotateAnimation.fillMode            = kCAFillModeForwards;
    rotateAnimation.removedOnCompletion = NO;
     // Setup and add all animations to the group
    CAAnimationGroup *group = [CAAnimationGroup animation]; 
    [group setAnimations:[NSArray arrayWithObjects:moveAnim,rotateAnimation, resizeAnimation, nil]];
    group.fillMode            = kCAFillModeForwards;
    group.removedOnCompletion = NO;
    group.duration            = 0.7f;
    group.delegate            = self;
    [group setValue:currentView forKey:kGroupAnimation];
    [currentView.layer addAnimation:group forKey:kLayerAnimation];   
}
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