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    <p>I solved my problem by creating a animation with 1 frame </p> <pre><code>[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @"Actor.plist"]; spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"]; [self addChild:spriteSheet]; NSMutableArray *walkAnimFrames = [NSMutableArray array]; for(int i = 1; i &lt;2; ++i) { [walkAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"clip000%d.png", i]]]; } CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.07f]; playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)]; walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]]; [actor runAction:[CCSpawn actions:walkAction, nil]]; </code></pre> <p>i used the above code where i want to pause my animation action. and added following code when i want to resume the animation action.</p> <pre><code>[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @"Actor.plist"]; spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"]; [self addChild:spriteSheet]; NSMutableArray *walkAnimFrames = [NSMutableArray array]; for(int i = 1; i &lt;= 8; ++i) { [walkAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"clip000%d.png", i]]]; } CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.07f]; playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)]; walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]]; [actor runAction:[CCSpawn actions:walkAction, nil]]; </code></pre>
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