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    <p>The following code works for me. It actually doesn´t change the direction. I think you can achieve this by adding a timer which change the imagesArray. First I also tried using CAKeyframeAnimation like you but I couldn´t figure it out. So I changed to an animating image - I thought this way couldn´t be too bad, because Apple e.g. use this way also for animating the activity indicator.</p> <pre><code>-(void) myImageInitFunction { UIImage *icon = [UIImage imageNamed:@"yourIconImage"]; NSArray *imagesArray = rotatingImagesArrayOfImage(icon, 30); myImageViewThatShouldRotate.animationImages = imageArray; myImageViewThatShouldRotate.animationDuration= 2.0; [myImageViewThatShouldRotate startAnimating]; } NSArray *rotatingImagesArrayOfImage(UIImage * icon, NSInteger nFrames) { NSMutableArray *images = [NSMutableArray arrayWithObject:icon]; for (NSInteger nLoop = 1; nLoop &lt; nFrames; nLoop++) { [images addObject: [UIImage imageWithCGImage: CGImageRotatedByAngle(icon.CGImage, nLoop * ( 360 / nFrames)) ] ]; } return images; } CGImageRef CGImageRotatedByAngle(CGImageRef imgRef, CGFloat angle) { 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); return rotatedImage; } </code></pre>
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