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    <p>You shouldn't need to mess with the layers. You could probably achieve the effect you want by laying out the views in Interface Builder at the positions they will be in after they are animated into view. In other words, first lay things out in their final/correct positions. Don't do anything funky in IB.</p> <p>In your code, after the app is launched or in a -viewDidAppear: method if you're using a UIViewController, you could offset the views by some amount and then restore them to their original position in an animation block:</p> <pre><code>myView.transform = CGAffineTransformMakeTranslation(0,81); [UIView beginAnimations:@"slideUp" context:nil]; myView.transform = CGAffineTransformIdentity; [UIView commitAnimations]; </code></pre> <p>As for the lack of user interaction on your views, that could be a number of things. If all of your views are subviews of something like a UIImageView, UIImageView has userInteractionEnabled set to NO by default (at least if you build one in code - I'm not sure off hand what IB's default settings are for an image view). It could also mean that the superview of your views is actually too small and its frame does not contain the subviews. (If clipping was turned on for the superview, you wouldn't even be able to see subviews that are having this particular problem.)</p> <p>EDIT:</p> <p>I read things more carefully and see you want things to move in response to a button press, so in other words the views will need to be hidden from the start. In that case you could still lay everything out in IB in their final position, but just set them as hidden in IB. When you push the button, set the views visible (hidden=NO) before translating them. That should allow them to be laid out in their final/correct place in IB making sure that they are positioned on the proper superviews, etc while still getting the animation effect you want.</p>
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