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Home/ Questions/Q 816925
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T01:54:48+00:00 2026-05-15T01:54:48+00:00

I added a CATransform3DMakeRotation to a layer. When I add another one it deletes

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I added a CATransform3DMakeRotation to a layer. When I add another one it deletes the old one?

The first one:

[UIView beginAnimations:@"rotaty" context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self]; 
CGAffineTransform transform = CGAffineTransformMakeRotation(-3.14);
kuvert.transform = CGAffineTransformRotate(transform, DegreesToRadians(134));
kuvert.center = CGPointMake(kuvert.center.x-70, kuvert.center.y+100);
[UIView commitAnimations];

and the second one:

CABasicAnimation *topAnim = [CABasicAnimation animationWithKeyPath:@"transform"];
topAnim.duration=1;
topAnim.repeatCount=0;
topAnim.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(0.0, 0, 0, 0)];
float f = DegreesToRadians(180);  // -M_PI/1;
topAnim.toValue=[NSValue valueWithCATransform3D:CATransform3DMakeRotation(f, 0,1, 0)];
topAnim.delegate = self;
topAnim.removedOnCompletion = NO;
topAnim.fillMode = kCAFillModeBoth;
[topAnim setValue:@"flippy" forKey:@"AnimationName"];
[[KuvertLasche layer] addAnimation:topAnim forKey:@"flippy"];

The second one resets the view and applies itself after that. How do I fix this??

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  1. Editorial Team
    Editorial Team
    2026-05-15T01:54:48+00:00Added an answer on May 15, 2026 at 1:54 am

    Yes, CATransform3DMakeRotation() will create a brand-new transform which overwrites the existing one. If you want to modify the existing transform, you should use CATransform3DRotate(). For example, you could modify your second code sample with the lines

    CATransform3D existingTransform = [[KuvertLasche layer] transform];
    topAnim.fromValue = [NSValue valueWithCATransform3D:existingTransform];
    float f = DegreesToRadians(180);  // -M_PI/1;
    topAnim.toValue=[NSValue valueWithCATransform3D:CATransform3DRotate(existingTransform, f, 0,1, 0)];
    

    Note that if one animation is to perform after another, you will need to use delegate callbacks to start the second once the first is finished. Animations are performed on a background thread, so if both of your animations defined above are fired off one after the other, the results could be a mess.

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