iOS Animation jumps to endstate in specific XIB - ios

I tried to find a solution for it for a while now.
I have a XIB called CameraViewController.xib. I have a few animations in it. (Alpha, Scale, Transition) I use AutoLayout and Interface Builder, xCode 6 and Objective C. (iPhone)
Every animation worked fine until 2 weeks ago they just stopped working. I can´t figure out why. Every animation is ignored and jumps directly to endstate.
It´s just in this XIB in all other XIBs and my Storyboards ViewControllers every animation is working fine.
There is no Error. I tried all possible forms of animating down to CoreAnimations but they all jump to endstate.
The XIB is complex and it has a lot of code in it. I don´t want to build the XIB again trying and trying until I find the mistake.
Anybody got the same problem or an idea ? Or a link for me where I can find out why animations aborting and jumping ?
This is driving me crazy...
EDIT :
[UIView animateWithDuration:0.5f
animations:^{
liveLabel.alpha = 0.7;
liveRedDot.alpha = 1.0;
}
completion:^(BOOL finished){
nil;
}];
CABasicAnimation *morph = [CABasicAnimation animationWithKeyPath:#"cornerRadius"];
morph.fromValue = #0;
morph.toValue = #37.5;
morph.duration = 0.5;
[playStopButton.layer addAnimation:morph forKey:#"morph"];
I also tried different code snippets for the same animation but not a single one is working. As I said same code is working in other XIBs or ViewControllers of my StoryBoard :
[UIView animateWithDuration:0.5 animations:^{
playStopButton.transform = CGAffineTransformMakeScale(0.6,0.6);
playStopButton.backgroundColor = UIColorFromRGBWithAlpha(0x000000,0.3);
}];
[UIView beginAnimations:#"button" context:nil];
[UIView setAnimationDuration:0.5];
playStopButton.transform = CGAffineTransformMakeScale(0.6,0.6);
playStopButton.backgroundColor = UIColorFromRGBWithAlpha(0x000000,0.3);
[UIView commitAnimations];
[UIView
animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{
playStopButton.transform = CGAffineTransformMakeScale(0.6, 0.6);
}
completion:nil];

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When a user makes a flick gesture on a UIScrollView, the UIScrollView gets a momentum and starts moving, then slow down and finally stop.
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In my app I have made my UIScrollView unlike a normal UIScrollView (say it looks like a roller), so I want make a hint to the user that he can scroll it (and then everything get started!)
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Try, something like this >
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDelay:.8];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:(abs(1-3)*0.3)];
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It is not currently what you need, but you can customise this code, and may be all be ok)
or use this code>
[UIView animateWithDuration:2.
delay:0.3
usingSpringWithDamping:1.
initialSpringVelocity:7.
options:UIViewAnimationOptionCurveEaseInOut animations:^{
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completion:^(BOOL finished) {
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I think it is like you want(animation with damping like swipe effect)

Weird behaviour happens when using UIView animate and CGAffineTransform

I created some animations in my project. Basically, I use UIView animate and CGAffineTransform, but a very strange thing happened and I have no idea. Hope someone can help me solve this problem. Thanks in advance.
This is the strange thing:
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At this moment, the strange thing happens - the button that previous slid off screen show up at its original position again and the other two buttons disappear (No animation, just shows up and disappear).
The following is the related code,
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viewToShake.transform = translateRight;
} completion:^(BOOL finished) {
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This isn't weird, it's a common problem with
auto layout. If you move UI elements by changing frames, then as soon as something else takes place that requires laying out views, the moved views will revert to the position defined by their constraints. To fix it, you either need to turn off auto layout, or do your animations by changing constraints not frames.
I have tried your code in my test project. The problem is probably because you are using Autolayout in your xib.
Please checking your xib file and uncheck the Autolayout property.

How UIViewAnimationOptionBeginFromCurrentState works with -[UIScrollView zoomToRect:animated:]?

I have UIScrollView which can zoom an UIView. One time I want to zoom out to the default state.
Here is my code.
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Wow. It jumps like hell. Seems like it sets zoomScale = 1 and then animating the frame.
I'll add a line.
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animations:^{
[scroll zoomToRect:self.view.bounds animated:NO];
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Works just fine. So how UIViewAnimationOptionBeginFromCurrentState helps in this case? From help I know
Start the animation from the current setting associated with an already in-flight animation.
But there is NO in-flight animations.
I found answer, it looks expedient but work fine.
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UIView mainView with children:
UITextView passageTextView
UITextView notesTextView
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/*
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Additional update
Figured out why the following was not working in the iPhone:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:mainView cache:YES];
passageTextView.hidden = YES;
notesTextView.hidden = NO;
[UIView commitAnimations];
I had neglected to wire the view to mainView in Interface Builder. Hours debugging and I just now thought to check that.
But, I still do not know why animation blocks are not working for either the iPhone or iPad. I have tried several approaches but I'm not getting any animation even though the show/hides are working.
I think you are using the wrong animation option.
Replace your second animation option by UIViewAnimationOptionTransitionFlipFromLeft (note the Option between Animation and Transition)
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[UIView setAnimationDidStopSelector:#selector(animationFinished)];
if (animatedImageView.alpha == 0.4)
animatedImageView.alpha = 1.0;
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