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    <p>Well I think you should generate different images and then try to animate this</p> <pre><code>imgLoading.animationImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"Img1.png"] [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:30.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:60.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:90.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:120.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:150.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:180.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:210.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:240.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:270.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:300.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:330.0]], [UIImage imageWithCGImage: [self CGImageRotatedByAngle: [[UIImage imageNamed:@"Img1.png"] CGImage]angle:360.0]], nil]; imgLoading.animationRepeatCount=0; imgLoading.animationDuration=.5; [imgLoading startAnimating]; </code></pre> <p>In the above code I have added the images separately but you can populate them in a loop.</p> <pre><code>- (CGImageRef)CGImageRotatedByAngle:(CGImageRef)imgRef angle:(CGFloat)angle </code></pre> <p>{</p> <pre><code>CGFloat angleInRadians = angle * (M_PI / 180); CGFloat width = CGImageGetWidth(imgRef); CGFloat height = CGImageGetHeight(imgRef); CGRect imgRect = CGRectMake(0, 0, width, height); CGAffineTransform transform = CGAffineTransformMakeRotation(angleInRadians); CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, transform); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef bmContext = CGBitmapContextCreate(NULL, rotatedRect.size.width, rotatedRect.size.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedFirst); CGContextSetAllowsAntialiasing(bmContext, YES); CGContextSetShouldAntialias(bmContext, YES); CGContextSetInterpolationQuality(bmContext, kCGInterpolationHigh); CGColorSpaceRelease(colorSpace); CGContextTranslateCTM(bmContext, +(rotatedRect.size.width/2), +(rotatedRect.size.height/2)); CGContextRotateCTM(bmContext, angleInRadians); CGContextTranslateCTM(bmContext, -(rotatedRect.size.width/2), -(rotatedRect.size.height/2)); CGContextDrawImage(bmContext, CGRectMake(0, 0, rotatedRect.size.width, rotatedRect.size.height), imgRef); CGImageRef rotatedImage = CGBitmapContextCreateImage(bmContext); CFRelease(bmContext); [(id)rotatedImage autorelease]; return rotatedImage; </code></pre> <p>}</p> <p>The Above function can be used to give the rotated images..</p>
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