title: multiple RotationAnimations (time shifted) using false angles
body: <p>i am trying a quite simple animation. rotate a view to the left for 18°, then rotate it to the right for 180°(relative) (+162°absolute) and then back to normal 0°(absolute) (-162°relative)...</p>
  
  <pre><code>int first = -18;
  int second = first +180;
  int animationGap = 500;
  //left rotation
  final RotateAnimation leftRotation = new RotateAnimation(0, first, RotateAnimation.RELATIVE_TO_SELF, 0.5f, RotateAnimation.RELATIVE_TO_SELF, 0.5f);
  leftRotation.setDuration(1000);
  leftRotation.setInterpolator(new AccelerateDecelerateInterpolator());
  //right rotation
  final RotateAnimation rightRotation = new RotateAnimation(first, second, RotateAnimation.RELATIVE_TO_SELF, 0.5f, RotateAnimation.RELATIVE_TO_SELF, 0.5f);
  rightRotation.setDuration(1000);
  rightRotation.setStartOffset(1000+animationGap);
  rightRotation.setInterpolator(new AccelerateDecelerateInterpolator());
  //back to normal rotation
  final RotateAnimation toNormalRotation = new RotateAnimation(second, 0, RotateAnimation.RELATIVE_TO_SELF, 0.5f, RotateAnimation.RELATIVE_TO_SELF, 0.5f);
  toNormalRotation.setDuration(1000);
  toNormalRotation.setStartOffset(2000+animationGap*2);
  toNormalRotation.setInterpolator(new AccelerateDecelerateInterpolator());
  //animation set
  final AnimationSet animationSet = new AnimationSet(true);
  animationSet.setInterpolator(new AccelerateDecelerateInterpolator());
  animationSet.addAnimation(leftRotation);
  animationSet.addAnimation(rightRotation);
  animationSet.addAnimation(toNormalRotation);
  </code></pre>
  
  <p>and i start the whole bundle with this:</p>
  
  <pre><code>view.startAnimation(animationSet);
  </code></pre>
  
  <p>it is working as expected with <code>first= -90;</code> but is totally wrong with the upper constellation... (tested on samsung s4 and google nexus s)<br/>
  of course i can quick fix this with <code>AnimationListener</code> and starting the next animation from it but this is no real solution or answer. <br/>
  so is there anyone who can tell my why this is happening and how i can prevent this?<br/>
  <b>edit:</b><br/>
  i think the problem could be the underlaying mathematical representation as a martix (rotations may manipulate each otehr). but it should not be a problem because android could recognize this or may generate different ones because of the time delay between.<br/>
  i'm still looking for a nice solution</p>