iPhone SDK : Create Wiggle Effect [duplicate] - iphone

We are currently developing an application that contains a series of icons. We want the icons to wiggle like the app deletion animations when pressed. What would be the best way to code this animation sequence?

The answer by Vinzius is very cool. However the wobble only rotates from 0 Radians to 0.08. Thus the wobble can look a little unbalanced. If you get this same issue then you may want to add both a negative and a positive rotation by using a CAKeyframeAnimation rather than a CABasicRotation:
- (CAAnimation*)getShakeAnimation
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.06f;
NSValue* valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
NSValue* valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
animation.values = [NSArray arrayWithObjects:valLeft, valRight, nil];
animation.autoreverses = YES;
animation.duration = 0.125;
animation.repeatCount = HUGE_VALF;
return animation;
}
You can use this animation method for your view or button like this.
[self.yourbutton.layer addAnimation:[self getShakeAnimation] forKey:#""];

SWIFT :-
let transformAnim = CAKeyframeAnimation(keyPath:"transform")
transformAnim.values = [NSValue(CATransform3D: CATransform3DMakeRotation(0.04, 0.0, 0.0, 1.0)),NSValue(CATransform3D: CATransform3DMakeRotation(-0.04 , 0, 0, 1))]
transformAnim.autoreverses = true
transformAnim.duration = (Double(indexPath.row)%2) == 0 ? 0.115 : 0.105
transformAnim.repeatCount = Float.infinity
self.layer.addAnimation(transformAnim, forKey: "transform")
Objective C :-
-(CAKeyframeAnimation *)wiggleView
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.04f;
NSValue* valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
NSValue* valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
animation.values = [NSArray arrayWithObjects:valLeft, valRight, nil];
animation.autoreverses = YES;
animation.duration = 0.125;
animation.repeatCount = HUGE_VALF;
return animation;
}

Looking at the iOS implementation a bit closer, there are two things that make theirs a bit more realistic than the code mentioned here:
The icons appear to have a bounce as well as a rotation
Every icon has its own timing -- they are not all synchronized
I based myself on the answers here (and with some help from this answer) to add the rotation, the bounce and a bit of randomness to the duration of each animation.
#define kWiggleBounceY 4.0f
#define kWiggleBounceDuration 0.12
#define kWiggleBounceDurationVariance 0.025
#define kWiggleRotateAngle 0.06f
#define kWiggleRotateDuration 0.1
#define kWiggleRotateDurationVariance 0.025
-(void)startWiggling {
[UIView animateWithDuration:0
animations:^{
[self.layer addAnimation:[self rotationAnimation] forKey:#"rotation"];
[self.layer addAnimation:[self bounceAnimation] forKey:#"bounce"];
self.transform = CGAffineTransformIdentity;
}];
}
-(CAAnimation*)rotationAnimation {
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.values = #[#(-kWiggleRotateAngle), #(kWiggleRotateAngle)];
animation.autoreverses = YES;
animation.duration = [self randomizeInterval:kWiggleRotateDuration
withVariance:kWiggleRotateDurationVariance];
animation.repeatCount = HUGE_VALF;
return animation;
}
-(CAAnimation*)bounceAnimation {
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.translation.y"];
animation.values = #[#(kWiggleBounceY), #(0.0)];
animation.autoreverses = YES;
animation.duration = [self randomizeInterval:kWiggleBounceDuration
withVariance:kWiggleBounceDurationVariance];
animation.repeatCount = HUGE_VALF;
return animation;
}
-(NSTimeInterval)randomizeInterval:(NSTimeInterval)interval withVariance:(double)variance {
double random = (arc4random_uniform(1000) - 500.0) / 500.0;
return interval + variance * random;
}
I implemented this code on a UICollectionView which had 30 items bouncing and the performance was flawless on an iPad 2.

I tried to do something like that for an iPad app.
I tried to do some rotations (with CAAnimation) to the view. Here is a sample code I wrote :
- (CAAnimation*)getShakeAnimation {
CABasicAnimation *animation;
CATransform3D transform;
// Create the rotation matrix
transform = CATransform3DMakeRotation(0.08, 0, 0, 1.0);
// Create a basic animation to animate the layer's transform
animation = [CABasicAnimation animationWithKeyPath:#"transform"];
// Assign the transform as the animation's value
animation.toValue = [NSValue valueWithCATransform3D:transform];
animation.autoreverses = YES;
animation.duration = 0.1;
animation.repeatCount = HUGE_VALF;
return animation;
}
And you should try to apply this one to your layer (with function : addAnimation).
Here, autoreverses property is to alternate left and right orientation.
Try setting others values to the angle and duration.
But in my case I had to add others angles to the CATransform3DMakeRotation method, depending on the initial layer orientation ^^
Good Luck !
Vincent

Rewrote Sebastien's answer in Swift 3.
let wiggleBounceY = 4.0
let wiggleBounceDuration = 0.12
let wiggleBounceDurationVariance = 0.025
let wiggleRotateAngle = 0.06
let wiggleRotateDuration = 0.10
let wiggleRotateDurationVariance = 0.025
func randomize(interval: TimeInterval, withVariance variance: Double) -> Double{
let random = (Double(arc4random_uniform(1000)) - 500.0) / 500.0
return interval + variance * random
}
func startWiggle(for view: UIView){
//Create rotation animation
let rotationAnim = CAKeyframeAnimation(keyPath: "transform.rotation.z")
rotationAnim.values = [-wiggleRotateAngle, wiggleRotateAngle]
rotationAnim.autoreverses = true
rotationAnim.duration = randomize(interval: wiggleRotateDuration, withVariance: wiggleRotateDurationVariance)
rotationAnim.repeatCount = HUGE
//Create bounce animation
let bounceAnimation = CAKeyframeAnimation(keyPath: "transform.translation.y")
bounceAnimation.values = [wiggleBounceY, 0]
bounceAnimation.autoreverses = true
bounceAnimation.duration = randomize(interval: wiggleBounceDuration, withVariance: wiggleBounceDurationVariance)
bounceAnimation.repeatCount = HUGE
//Apply animations to view
UIView.animate(withDuration: 0) {
view.layer.add(rotationAnim, forKey: "rotation")
view.layer.add(bounceAnimation, forKey: "bounce")
view.transform = .identity
}
}
func stopWiggle(for view: UIView){
view.layer.removeAllAnimations()
}

func startWiggling() {
deleteButton.isHidden = false
guard contentView.layer.animation(forKey: "wiggle") == nil else { return }
guard contentView.layer.animation(forKey: "bounce") == nil else { return }
let angle = 0.04
let wiggle = CAKeyframeAnimation(keyPath: "transform.rotation.z")
wiggle.values = [-angle, angle]
wiggle.autoreverses = true
wiggle.duration = randomInterval(0.1, variance: 0.025)
wiggle.repeatCount = Float.infinity
contentView.layer.add(wiggle, forKey: "wiggle")
let bounce = CAKeyframeAnimation(keyPath: "transform.translation.y")
bounce.values = [4.0, 0.0]
bounce.autoreverses = true
bounce.duration = randomInterval(0.12, variance: 0.025)
bounce.repeatCount = Float.infinity
contentView.layer.add(bounce, forKey: "bounce")
}
func stopWiggling() {
deleteButton.isHidden = true
contentView.layer.removeAllAnimations()
}
func randomInterval(_ interval: TimeInterval, variance: Double) -> TimeInterval {
return interval + variance * Double((Double(arc4random_uniform(1000)) - 500.0) / 500.0)
}
Look at this iOS SpingBoard example

Answered in another thread a Swift 4 version of what is apparently Apple's own algorithm reverse engineered:
https://stackoverflow.com/a/47730519/5018607

Edited paiego's code to fit my needs: visual error animation feedback upon user's action (tap). It happens once - it's not a constant wiggling like SpringBoard app edit wiggle animation.
- (CAAnimation *)shakeAnimation {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.06f;
NSValue *valLeft;
NSValue *valRight;
NSMutableArray *values = [NSMutableArray new];
for (int i = 0; i < 5; i++) {
valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
[values addObjectsFromArray:#[valLeft, valRight]];
wobbleAngle*=0.66;
}
animation.values = [values copy];
animation.duration = 0.7;
return animation;
}
Usage:
[your_view.layer addAnimation:[self shakeAnimation] forKey:#""]; //do the shake animation
your_view.transform = CGAffineTransformIdentity; //return the view back to original
Hope this helps someone else.

Related

CAShapeLayer and animation position issue

I am making an iPhone app that draws a circle on the screen. I use a timer (every 5 second), so that I can 'grow' the circle, then wait 5 seconds then grow again. Now I am having trouble when animating the increase in size of the circle (I use paths and a CAShapeLayer layer). The size (from and to) are fine with the animation, its just when it starts the circle moves to the upper left hand side and grows from there. Any help or suggestions would be great. Thanks
The class where this is implemented is a UIControl, which is added to a UIView.
//Called in init method
(void) initalPop {
//Circle
self.bubble = [CAShapeLayer layer];
self.bubble.bounds = self.bounds;
self.bubble.position = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
self.bubble.fillColor = [
[UIColor greenColor] CGColor
];
self.bubble.strokeColor = [
[UIColor greenColor] CGColor
];
self.bubble.lineWidth = 4.0;
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddEllipseInRect(path, nil, self.bounds);
self.bubble.path = path;
[self.layer addSublayer: self.bubble];
}
//Called when timer goes off
- (void) StageGrow {
CGFloat growSize = 50.0;
//Change the size of us and center the circle (but dont want to animate this
[CATransaction begin];
[CATransaction setValue: (id) kCFBooleanTrue forKey: kCATransactionDisableActions];
self.bounds = CGRectMake(0, 0, self.bounds.size.width + growSize, self.bounds.size.height + growSize);
self.bubble.position = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
[CATransaction commit];
[self ActualGrowCircle];
} - (void) ActualGrowCircle {
CGMutablePathRef oldPath = CGPathCreateMutable();
CGPathAddEllipseInRect(oldPath, nil, self.bubble.bounds);
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddEllipseInRect(path, nil, self.bounds);
CABasicAnimation * animation = [CABasicAnimation animationWithKeyPath: #"path"];
animation.duration = 2.0;
animation.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut];
animation.repeatCount = 1;
animation.delegate = self;
animation.autoreverses = NO;
animation.fromValue = (__bridge id) oldPath;
animation.toValue = (__bridge id) path;
self.bubble.bounds = self.bounds;
self.bubble.path = path;
[self.bubble addAnimation: animation forKey: #"animatePath"];
}
Let's say you're growing the bubble from size (100, 100) to size (150, 150).
You create oldPath as an ellipse in the rectangle (0, 0, 100, 100).
You create path as an ellipse in the rectangle (0, 0, 150, 150).
You set the bounds of the bubble layer to (0, 0, 150, 150), and you don't animate this change.
That means that oldPath will appear aligned to the top and left edges of the bubble layer.
One way to fix this is to create oldPath in a rectangle that is centered in the bubble's new bounds:
CGRect oldBubbleRect = CGRectInset(self.bounds, growSize / 2, growSize / 2);
CGPathRef oldPath = CGPathCreateWithEllipseInRect(oldBubbleRect, NULL);
By the way, you are leaking the paths you're creating. You need to call CGPathRelease on them after you're done with them.
Worked it out. In the long run I grouped the animations together and all became good (see code below). Thanks for your help Rob.
-(void)ActualGrowCircle {
CGMutablePathRef newPath = CGPathCreateMutable();
CGPathAddEllipseInRect(newPath, nil, self.bounds);
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"path"];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.repeatCount = 1;
animation.autoreverses = NO;
animation.fromValue = (__bridge id)self.bubble.path;
animation.toValue = (__bridge id)newPath;
CABasicAnimation *animation2 = [CABasicAnimation animationWithKeyPath:#"bounds"];
animation2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation2.repeatCount = 1;
animation2.autoreverses = NO;
animation2.fromValue = [NSValue valueWithCGRect:self.bubble.bounds];
animation2.toValue = [NSValue valueWithCGRect:self.bounds];
CAAnimationGroup *group = [CAAnimationGroup animation];
[group setAnimations:[NSArray arrayWithObjects: animation2, animation, nil]];
group.duration = 0.5;
group.delegate = self;
self.bubble.bounds = self.bounds;
self.bubble.path = newPath;
[self.bubble addAnimation:group forKey:#"animateGroup"];
CGPathRelease(newPath);
}

CAKeyframeAnimation repeat after a delay

I have 3 uiviews which have a CAKeyframeAnimation layer added to them to bounce. Currently i add these to each uiview after a delay and set them to repeat.
What i need them to do is repeat but after a delay. so view 1 animates, but waits till after view 2 and 3 have animated before starting again.
I can't seem to read anywhere in the docs that mention repeating a CAKeyframeAnimation with a repeat start time delay.
Can anyone think of an idea to get the delays between the views?
Thanks
Dan
Code so far:
- (CAKeyframeAnimation *)jumpAnimation
{
// these three values are subject to experimentation
CGFloat initialMomentum = 80.0f; // positive is upwards, per sec
CGFloat gravityConstant = 250.0f; // downwards pull per sec
CGFloat dampeningFactorPerBounce = 0.6; // percent of rebound
// internal values for the calculation
CGFloat momentum = initialMomentum; // momentum starts with initial value
CGFloat positionOffset = 0; // we begin at the original position
CGFloat slicesPerSecond = 60.0f; // how many values per second to calculate
CGFloat lowerMomentumCutoff = 5.0f; // below this upward momentum animation ends
CGFloat duration = 0;
NSMutableArray *values = [NSMutableArray array];
do
{
duration += 1.0f/slicesPerSecond;
positionOffset+=momentum/slicesPerSecond;
if (positionOffset<0)
{
positionOffset=0;
momentum=-momentum*dampeningFactorPerBounce;
}
// gravity pulls the momentum down
momentum -= gravityConstant/slicesPerSecond;
CATransform3D transform = CATransform3DMakeTranslation(0, -positionOffset, 0);
[values addObject:[NSValue valueWithCATransform3D:transform]];
} while (!(positionOffset==0 && momentum < lowerMomentumCutoff));
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
animation.duration = duration;
animation.fillMode = kCAFillModeForwards;
animation.values = values;
animation.repeatCount = HUGE_VAL;
animation.delegate =self;
animation.autoreverses = YES;
return animation;
}

having trouble creating ken burns effect with CALayer for iphone

I have been trying for the last few days to create the ken burns effect using a CALayer with animations and then save it to a video file.
I have my image layer which is inside another layer that is 1024x576. All of the animations are applied to the image layer.
Here is the code so far:
- (CALayer*)buildKenBurnsLayerWithImage:(UIImage *)image startPoint:(CGPoint)startPoint endPoint:(CGPoint)endPoint fromScale:(float)fromScale toScale:(float)toScale
{
float calFromScale = fromScale + 1;
float calToScale = toScale + 1;
float fromX = startPoint.x * calFromScale;
float fromY = (image.size.height * calFromScale) - (videoSize.height + (startPoint.y * calFromScale));
float toX = endPoint.x * calToScale;
float toY = (image.size.height * calToScale) - (videoSize.height + (endPoint.y * calToScale));
CGPoint anchor = CGPointMake(0.0, 0.0);
CALayer* imageLayer = [CALayer layer];
imageLayer.contents = (id)image.CGImage;
imageLayer.anchorPoint = anchor;
imageLayer.bounds = CGRectMake(0.0, 0.0, image.size.width, image.size.height);
imageLayer.position = CGPointMake(image.size.width * anchor.x, image.size.height * anchor.y);
imageLayer.contentsGravity = kCAGravityResizeAspect;
// create the panning animation.
CABasicAnimation* panningAnimation = [CABasicAnimation animationWithKeyPath:#"position"];
panningAnimation.fromValue = [NSValue valueWithCGPoint:CGPointMake(-fromX, -fromY)];
panningAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(-toX, -toY)];
panningAnimation.additive = YES;
panningAnimation.removedOnCompletion = NO;
// create the scale animation.
CABasicAnimation* scaleAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
scaleAnimation.fromValue = [NSNumber numberWithFloat:fromScale];
scaleAnimation.toValue = [NSNumber numberWithFloat:toScale];
scaleAnimation.additive = YES;
scaleAnimation.removedOnCompletion = NO;
CAAnimationGroup* animationGroup = [CAAnimationGroup animation];
animationGroup.animations = [[NSMutableArray alloc] initWithObjects:panningAnimation,scaleAnimation, nil];
animationGroup.beginTime = 1e-100;
animationGroup.duration = 5.0;
animationGroup.removedOnCompletion = NO;
animationGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[imageLayer addAnimation:animationGroup forKey:nil];
return imageLayer;
}
Here is how i'm calling the method:
CALayer* animatedLayer = [self buildKenBurnsLayerWithImage:image startPoint:CGPointMake(100, 100) endPoint:CGPointMake(500, 500) fromScale:5.0 toScale:2.0];
The problem I am having is that the end result with panning and scaling is off by a few pixels on the screen.
If someone knows how to fix this i would great appreciate it.
All transformations are applied with respect to the anchor point. Try using the anchor point
CGPoint anchor = CGPointMake(0.5f, 0.5f);
Your "viewport" should no longer scale to the bottom right (if that is responsible for the animation being off by a few pixels), but equally to all directions.

How to animate the frame of an layer with CABasicAnimation?

I guess I have to convert the CGRect into an object to pass it to fromValue?
This is how I try it, but it doesn't work:
CABasicAnimation *frameAnimation = [CABasicAnimation animationWithKeyPath:#"frame"];
frameAnimation.duration = 2.5;
frameAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
frameAnimation.fromValue = [NSValue valueWithCGRect:myLayer.frame];
frameAnimation.toValue = [NSValue valueWithCGRect:theNewFrameRect];
[myLayer addAnimation:frameAnimation forKey:#"MLC"];
The frame property of a CALayer is a derived property, dependent on the position, anchorPoint, bounds and transform of the layer. Instead of animating the frame, you should instead animate the position or bounds, depending on what effect you are trying to accomplish.
To move a layer, you can animate the position:
-(void)moveLayer:(CALayer*)layer to:(CGPoint)point
{
// Prepare the animation from the current position to the new position
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.fromValue = [layer valueForKey:#"position"];
// NSValue/+valueWithPoint:(NSPoint)point is available on Mac OS X
// NSValue/+valueWithCGPoint:(CGPoint)point is available on iOS
// comment/uncomment the corresponding lines depending on which platform you're targeting
// Mac OS X
animation.toValue = [NSValue valueWithPoint:NSPointFromCGPoint(point)];
// iOS
//animation.toValue = [NSValue valueWithCGPoint:point];
// Update the layer's position so that the layer doesn't snap back when the animation completes.
layer.position = point;
// Add the animation, overriding the implicit animation.
[layer addAnimation:animation forKey:#"position"];
}
To resize a layer, you would animate the bounds parameter:
-(void)resizeLayer:(CALayer*)layer to:(CGSize)size
{
// Prepare the animation from the old size to the new size
CGRect oldBounds = layer.bounds;
CGRect newBounds = oldBounds;
newBounds.size = size;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"bounds"];
// NSValue/+valueWithRect:(NSRect)rect is available on Mac OS X
// NSValue/+valueWithCGRect:(CGRect)rect is available on iOS
// comment/uncomment the corresponding lines depending on which platform you're targeting
// Mac OS X
animation.fromValue = [NSValue valueWithRect:NSRectFromCGRect(oldBounds)];
animation.toValue = [NSValue valueWithRect:NSRectFromCGRect(newBounds)];
// iOS
//animation.fromValue = [NSValue valueWithCGRect:oldBounds];
//animation.toValue = [NSValue valueWithCGRect:newBounds];
// Update the layer's bounds so the layer doesn't snap back when the animation completes.
layer.bounds = newBounds;
// Add the animation, overriding the implicit animation.
[layer addAnimation:animation forKey:#"bounds"];
}
You can combine these animations using a CAAnimationGroup if you need to move and resize a layer at the same time.
we can change the properties of "bounds" and "position" to animate it, such as
-(void)handleTap2:(UITapGestureRecognizer *)recognizer {
UIImageView *vw = (UIImageView *)[recognizer view];
CGPoint startPoint = CGPointMake(vw.frame.size.width/2+vw.frame.origin.x, vw.frame.size.height/2+vw.frame.origin.y);
CGPoint endPoint = CGPointMake(160, 240);
CGRect startBounds = vw.bounds;
CGRect stopBounds = self.view.bounds;
layer = [CALayer layer];
layer.frame = self.view.frame;
layer.contents = (id)[vw.image CGImage];
[self.view.window.layer addSublayer:layer];
CABasicAnimation * baseAnimation = [CABasicAnimation animationWithKeyPath:#"position"];
baseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
baseAnimation.fromValue = [NSValue valueWithCGPoint:startPoint] ;
baseAnimation.toValue = [NSValue valueWithCGPoint:endPoint] ;
CABasicAnimation * boundsAnimation = [CABasicAnimation animationWithKeyPath:#"bounds"];
boundsAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
boundsAnimation.fromValue = [NSValue valueWithCGRect:startBounds] ; boundsAnimation.toValue = [NSValue valueWithCGRect:stopBounds] ;
CAAnimationGroup * group =[CAAnimationGroup animation];
group.removedOnCompletion=NO; group.fillMode=kCAFillModeForwards;
group.animations =[NSArray arrayWithObjects:baseAnimation, boundsAnimation, nil];
group.duration = 0.7;
[layer addAnimation:group forKey:#"frame"];
}
The question is antique, but I will answer it anyway.
Frame property is not animatable. You have to animate other properties. Also you have to disable implicit animations.
let updatedBounds = ...
let animation = CABasicAnimation(keyPath: "bounds")
animation.duration = 0.5
//it's better to start animation from presentation layer in case there is already animation going on
animation.fromValue = customLayer.presentation()?.bounds
animation.toValue = updatedBounds
customLayer.add(animation, forKey: nil)
//disable implicit animation for thoose properties
CATransaction.begin()
CATransaction.setDisableActions(true)
//update properties so they will be updated at the end of animation
customLayer.bounds = updatedBounds
customLayer.position = originalRect.origin
customLayer.anchorPoint = CGPoint(x: 0, y: 0)
CATransaction.commit()
Extension in swift 4
import UIKit
extension CALayer {
func moveTo(point: CGPoint, animated: Bool) {
if animated {
let animation = CABasicAnimation(keyPath: "position")
animation.fromValue = value(forKey: "position")
animation.toValue = NSValue(cgPoint: point)
animation.fillMode = .forwards
self.position = point
add(animation, forKey: "position")
} else {
self.position = point
}
}
func resize(to size: CGSize, animated: Bool) {
let oldBounds = bounds
var newBounds = oldBounds
newBounds.size = size
if animated {
let animation = CABasicAnimation(keyPath: "bounds")
animation.fromValue = NSValue(cgRect: oldBounds)
animation.toValue = NSValue(cgRect: newBounds)
animation.fillMode = .forwards
self.bounds = newBounds
add(animation, forKey: "bounds")
} else {
self.bounds = newBounds
}
}
func resizeAndMove(frame: CGRect, animated: Bool, duration: TimeInterval = 0) {
if animated {
let positionAnimation = CABasicAnimation(keyPath: "position")
positionAnimation.fromValue = value(forKey: "position")
positionAnimation.toValue = NSValue(cgPoint: CGPoint(x: frame.midX, y: frame.midY))
let oldBounds = bounds
var newBounds = oldBounds
newBounds.size = frame.size
let boundsAnimation = CABasicAnimation(keyPath: "bounds")
boundsAnimation.fromValue = NSValue(cgRect: oldBounds)
boundsAnimation.toValue = NSValue(cgRect: newBounds)
let groupAnimation = CAAnimationGroup()
groupAnimation.animations = [positionAnimation, boundsAnimation]
groupAnimation.fillMode = .forwards
groupAnimation.duration = duration
groupAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
self.frame = frame
add(groupAnimation, forKey: "frame")
} else {
self.frame = frame
}
}
}
Here's a simple, fully working, example which may help someone.
Just call .slideUp() on the class and it will slide up.
class Slidey: YourViewClass {
func slideUp() {
print("\n\n SLIDE")
let FF = layer.position
var TT = FF
TT.y -= 100
print(FF)
print(TT)
CATransaction.begin()
CATransaction.setDisableActions(true)
CATransaction.setCompletionBlock{ [weak self] in
print("DONE")
}
let a = CABasicAnimation(keyPath: "position")
a.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
a.isCumulative = false
a.autoreverses = false
a.isRemovedOnCompletion = true
a.repeatCount = 0
a.fromValue = FF
a.toValue = TT
a.duration = 0.70
layer.add(a, forKey: nil)
CATransaction.commit()
}
}
I guess you need to change your last line to make it work:
[myLayer addAnimation:frameAnimation forKey:#"frame"];
You may also set an action to the layer to make all frame changes animated with your animation:
CABasicAnimation *frameAnimation = [CABasicAnimation animation];
frameAnimation.duration = 2.5;
frameAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
myLayer.actions = [NSDictionary dictionaryWithObjectsAndKeys:frameAnimation, #"frame", nil];
In CALayer's actionForKey: method reference you can find how layer looks up for the actions to animated its properties.

how to create iphone's wobbling icon effect?

I want to wobble an image back and forth in my application similar to how the iPhone icons wobble when you press down on it. What's the best way to do that?
This is my first foray into animations that's not using an animated GIF. I think the idea is to slightly rotate the image back and forth to create the wobbling effect. I've looked at using CABasicAnimation and CAKeyframeAnimation. CABasicAnimation creates a jitter every time it repeats because it jumps to the from position and doesn't interpolate back. CAKeyframeAnimation seems like the solution except that I can't get it to work. I must be missing something. Here's my code using the CAKeyframeAnimation (which doesn't work):
NSString *keypath = #"wobbleImage";
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:keypath];
animation.duration = 1.0f;
animation.delegate = self;
animation.repeatCount = 5;
CGFloat wobbleAngle = 0.0872664626f;
NSValue *initial = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(0.0f, 0.0f, 0.0f, 1.0f)];
NSValue *middle = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
NSValue *final = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
animation.values = [NSArray arrayWithObjects:initial, middle, final, nil];
[imageView.layer addAnimation:animation forKey:keypath];
Or there could be a totally simpler solution that I'm just missing. Appreciate any pointers. Thanks!
Simple way to do it:
#define RADIANS(degrees) (((degrees) * M_PI) / 180.0)
CGAffineTransform leftWobble = CGAffineTransformRotate(CGAffineTransformIdentity, RADIANS(-5.0));
CGAffineTransform rightWobble = CGAffineTransformRotate(CGAffineTransformIdentity, RADIANS(5.0));
itemView.transform = leftWobble; // starting point
[UIView beginAnimations:#"wobble" context:itemView];
[UIView setAnimationRepeatAutoreverses:YES]; // important
[UIView setAnimationRepeatCount:10];
[UIView setAnimationDuration:0.25];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(wobbleEnded:finished:context:)];
itemView.transform = rightWobble; // end here & auto-reverse
[UIView commitAnimations];
...
- (void) wobbleEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
if ([finished boolValue]) {
UIView* item = (UIView *)context;
item.transform = CGAffineTransformIdentity;
}
}
Probably have to play with timing and angles but this should get you started.
EDIT: I edited the response to add code to put the item back in its original state when done. Also, note that you can use the beginAnimations context value to pass along anything to the start/stop methods. In this case it's the wobbling object itself so you don't have to rely on specific ivars and the method can be used for any generic UIView-based object (i.e. text labels, images, etc.)
Ramin's answer was very good, but since OS4 the same effect can be achieved using animateWithDuration in one simple function too.
(adapted his example for future googlers)
#define RADIANS(degrees) (((degrees) * M_PI) / 180.0)
- (void)startWobble {
itemView.transform = CGAffineTransformRotate(CGAffineTransformIdentity, RADIANS(-5));
[UIView animateWithDuration:0.25
delay:0.0
options:(UIViewAnimationOptionAllowUserInteraction | UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse)
animations:^ {
itemView.transform = CGAffineTransformRotate(CGAffineTransformIdentity, RADIANS(5));
}
completion:NULL
];
}
- (void)stopWobble {
[UIView animateWithDuration:0.25
delay:0.0
options:(UIViewAnimationOptionAllowUserInteraction | UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionCurveLinear)
animations:^ {
itemView.transform = CGAffineTransformIdentity;
}
completion:NULL
];
}
You should use CAKeyframeAnimation to make a smoother animation.
+ (void) animationKeyFramed: (CALayer *) layer
delegate: (id) object
forKey: (NSString *) key {
CAKeyframeAnimation *animation;
animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.duration = 0.4;
animation.cumulative = YES;
animation.repeatCount = 2;
animation.values = [NSArray arrayWithObjects:
[NSNumber numberWithFloat: 0.0],
[NSNumber numberWithFloat: RADIANS(-9.0)],
[NSNumber numberWithFloat: 0.0],
[NSNumber numberWithFloat: RADIANS(9.0)],
[NSNumber numberWithFloat: 0.0], nil];
animation.fillMode = kCAFillModeForwards;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animation.removedOnCompletion = NO;
animation.delegate = object;
[layer addAnimation:animation forKey:key];
}
I have written a sample app that attempts to replicate the home screen wobble and icon movement: iPhone Sample Code: Tiles
For anyone who has come across this posting more recently and would like to do the same in Swift, here is my translation:
func smoothJiggle() {
let degrees: CGFloat = 5.0
let animation = CAKeyframeAnimation(keyPath: "transform.rotation.z")
animation.duration = 0.6
animation.cumulative = true
animation.repeatCount = Float.infinity
animation.values = [0.0,
degreesToRadians(-degrees) * 0.25,
0.0,
degreesToRadians(degrees) * 0.5,
0.0,
degreesToRadians(-degrees),
0.0,
degreesToRadians(degrees),
0.0,
degreesToRadians(-degrees) * 0.5,
0.0,
degreesToRadians(degrees) * 0.25,
0.0]
animation.fillMode = kCAFillModeForwards;
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.removedOnCompletion = true
layer.addAnimation(animation, forKey: "wobble")
}
func stopJiggling() {
jiggling = false
self.layer.removeAllAnimations()
self.transform = CGAffineTransformIdentity
self.layer.anchorPoint = CGPointMake(0.5, 0.5)
}
The easiest way I know is to use Core Animation. Basically, you create an Core Animation Block, then do an rotation transform and setup and repeat count. Core Animation then takes care of everything that's needed to do this wobbling effect.
To start an Core Animation block, just do:
[UIView beginAnimations:#"any string as animationID" context:self];
[UIView setAnimationRepeatCount:10];
// rotate
[UIView commitAnimations];
not tested. But it can be that you will also have to do:
[UIView setAnimationBeginsFromCurrentState:YES];
A.F.A.I.K. setAnimationRepeatCount will have the effect that the animation gets done, undone, done, undone, done, undone, done... as many times as you specify. So you may want to first rotate to left with no repeat count, and then from this point start wobbling with repeat count. When done, you may want to rotate back to the identity transform (= no rotation and scaling applied).
You can chain animations by setting the animation delegate with
[UIView setAnimationDelegate:self]
and then
[UIView setAnimationDidStopSelector:#selector(myMethod:finished:context:)];
and as soon as the animation stops, that method will be called. See the UIView class documentation for how to implement that method that will be called when the animation stops. Basically, inside that method you would perform the next step (i.e. rotating back, or anything else), with an new animation block but same context and animation ID, and then (if needed) specify another didStopSelector.
UPDATE:
You may want to check out:
[UIView setAnimationRepeatAutoreverses:YES];
this will wobble back and forth automatically.
You can create a not-endless wobble effect using the CAKeyframeAnimation, like so:
CGFloat degrees = 8.0;
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.duration = 0.6;
animation.cumulative = YES;
animation.repeatCount = 1;
animation.values = #[#0.0,
#RADIANS(-degrees) * 0.25,
#0.0,
#RADIANS(degrees) * 0.5,
#0.0,
#RADIANS(-degrees),
#0.0,
#RADIANS(degrees),
#0.0,
#RADIANS(-degrees) * 0.5,
#0.0,
#RADIANS(degrees) * 0.25,
#0.0];
animation.fillMode = kCAFillModeForwards;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animation.removedOnCompletion = YES;
[self.layer addAnimation:animation forKey:#"wobble"];
from above answers, I got the swift5 version:
func startWobble() {
let angle = 5.0 * Double.pi / 180.0;
self.transform = CGAffineTransform.identity.rotated(by: CGFloat(-angle));
UIView.animate(withDuration: 0.25, delay: 0, options: [.allowUserInteraction,.repeat,.autoreverse], animations: {
self.transform = CGAffineTransform.identity.rotated(by: CGFloat(angle));
}, completion: nil)
}
func stopWobble() {
UIView.animate(withDuration: 0.25, delay: 0, options: [.allowUserInteraction,.beginFromCurrentState,.curveLinear], animations: {
self.transform = CGAffineTransform.identity;
}, completion: nil)
}
Late to the party. I'm typically using spring with damping (iOS7 and newer). In swift it looks like:
sender.transform = CGAffineTransformMakeScale(1.2, 1.2)
UIView.animateWithDuration(0.30, delay: 0.0, usingSpringWithDamping: 0.3, initialSpringVelocity: 0.3, options: UIViewAnimationOptions.CurveEaseInOut, animations: { () -> Void in
sender.transform = CGAffineTransformMakeScale(1, 1)
}) { (Bool) -> Void in
//Do stuff when animation is finished
}
You can tweak the effect by adjusting the initialSpringVelocity and SpringWithDamping
Based on EsbenB's answer, but updated for Swift 3 and for rotation:
sender.transform = CGAffineTransform(rotationAngle: 12.0 * .pi / 180.0)
UIView.animate(withDuration: 0.60, delay: 0.0, usingSpringWithDamping: 0.3, initialSpringVelocity: 0.3, options: .curveEaseInOut, animations: { () -> Void in
sender.transform = CGAffineTransform(rotationAngle: 0.0)
}, completion: nil)
Well the code given by Ramin works well.But if you use tabbar application and move to next tab item then again come back to previous tab item,you will see that your view has been moved to left,every time.So the best practice is that you use ViewWillAppear method as.
- (void)viewWillAppear:(BOOL)animated
{
UIView* item = self.view;
item.transform = CGAffineTransformIdentity;
}
so the every time view is loaded you will find you animation at the right place.And also use this method as well.
[UIView setAnimationDidStopSelector:#selector(myMethod:finished:context:)];
Swift 3
func startWiggling() {
deleteButton.isHidden = false
guard contentView.layer.animation(forKey: "wiggle") == nil else { return }
guard contentView.layer.animation(forKey: "bounce") == nil else { return }
let angle = 0.04
let wiggle = CAKeyframeAnimation(keyPath: "transform.rotation.z")
wiggle.values = [-angle, angle]
wiggle.autoreverses = true
wiggle.duration = randomInterval(0.1, variance: 0.025)
wiggle.repeatCount = Float.infinity
contentView.layer.add(wiggle, forKey: "wiggle")
let bounce = CAKeyframeAnimation(keyPath: "transform.translation.y")
bounce.values = [4.0, 0.0]
bounce.autoreverses = true
bounce.duration = randomInterval(0.12, variance: 0.025)
bounce.repeatCount = Float.infinity
contentView.layer.add(bounce, forKey: "bounce")
}
func stopWiggling() {
deleteButton.isHidden = true
contentView.layer.removeAllAnimations()
}
Easiest way to this with Swift 4+ :
static func wobbleAnimation(button: UIButton) {
CATransaction.begin()
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.autoreverses = true
rotateAnimation.repeatCount = Float.greatestFiniteMagnitude
rotateAnimation.fromValue = CGFloat(-0.2)
rotateAnimation.toValue = CGFloat(0.2)
rotateAnimation.duration = 0.20
button.layer.add(rotateAnimation, forKey: nil)
CATransaction.commit()
}
static func stopWobbleAnimation(button: UIButton) {
button.layer.removeAllAnimations()
}