On Sep 28, 2009, at 10:00 AM, Oleg Krupnov wrote:

Thanks, but that's not exactly what I need. I don't need to animate
"canned" sprites. I'd like to make a frame-by-frame, stop-motion
animation. I could use a NSAnimation or NSTimer object to drive the
frame motion (call layer's setNeedsDisplay on each timer event), but
I'd like to use CoreAnimation's internal timing. Is this possible at
all? I'm starting to doubt...


This is exactly what the keyframe animation you found is for. The problem is your requirement that you not have all of the content prepared ahead of time. You can't have it both ways – either all the content is prepared and you get Core Animation timing, or part of the content is prepared and you must do some of the work.

It is possible to use partial animations and use the delegate method to continue the overall animation by adding a new keyframe animation with another set of frames, but you may notice skips in the animation at the points where your delegate is called for you to add the next keyframe animation.
--
David Duncan
Apple DTS Animation and Printing

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