Merge "Move memory pool class internal" into tizen
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index bdf7ad2..a4917db 100644 (file)
@@ -19,7 +19,7 @@
 #include <algorithm>
 
 #include <stdlib.h>
-#include <dali/dali.h>
+#include <dali/public-api/dali-core.h>
 #include <dali-test-suite-utils.h>
 
 using std::max;
@@ -88,115 +88,6 @@ struct AnimationFinishCheck
   bool& mSignalReceived; // owned by individual tests
 };
 
-static bool ReturnFalseAfterProgressOne( float alpha, const bool& current )
-{
-  return alpha < 1.0f;
-}
-
-struct AnimateFloatTestFunctor
-{
-  AnimateFloatTestFunctor( float start, float end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  float operator()( float alpha, const float& current )
-  {
-    return mStart + ((mEnd - mStart) * alpha );
-  }
-
-  float mStart;
-  float mEnd;
-};
-
-struct AnimateVector2TestFunctor
-{
-  AnimateVector2TestFunctor( Vector2 start, Vector2 end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  Vector2 operator()( float alpha, const Vector2& current )
-  {
-    return mStart + ((mEnd - mStart) * alpha );
-  }
-
-  Vector2 mStart;
-  Vector2 mEnd;
-};
-
-struct AnimateVector4TestFunctor
-{
-  AnimateVector4TestFunctor( Vector4 start, Vector4 end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  Vector4 operator()( float alpha, const Vector4& current )
-  {
-    return mStart + ((mEnd - mStart) * alpha );
-  }
-
-  Vector4 mStart;
-  Vector4 mEnd;
-};
-
-struct AnimateQuaternionTestFunctor
-{
-  AnimateQuaternionTestFunctor( Quaternion start, Quaternion end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  Quaternion operator()( float alpha, const Quaternion& current )
-  {
-    return Quaternion::Slerp(mStart, mEnd, alpha);
-  }
-
-  Quaternion mStart;
-  Quaternion mEnd;
-};
-
-struct BounceFunc
-{
-  BounceFunc(float x, float y, float z)
-  : mDistance(Vector3(x, y, z))
-  {
-  }
-  Vector3 operator()(float alpha, const Vector3& current)
-  {
-    if (alpha>0.001f && alpha<1.0f)
-    {
-      const float flip = 0.5f - cosf(alpha * Math::PI * 2.0f) * 0.5f;
-      Vector3 newTranslation(current);
-      newTranslation += mDistance * flip;
-      return newTranslation;
-    }
-    return current;
-  }
-  Vector3 mDistance;
-};
-
-
-struct TumbleFunc
-{
-  TumbleFunc(Vector3 axis) : tumbleAxis(axis){}
-  Quaternion operator()(float alpha, const Quaternion& current)
-  {
-    if (alpha>0.001f && alpha<1.0f)
-    {
-      Quaternion tumbleRotation(alpha * Math::PI * 2.0f, tumbleAxis);
-      return tumbleRotation * current;
-    }
-    return current;
-  }
-  Vector3 tumbleAxis;
-};
-
 } // anon namespace
 
 int UtcDaliAnimationNew01(void)
@@ -224,12 +115,9 @@ int UtcDaliAnimationNew02(void)
   }
   catch (Dali::DaliException& e)
   {
-    // TODO: Determine why catch doesn't.
-    //
-
     // Tests that a negative test of an assertion succeeds
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
-    DALI_TEST_EQUALS(e.mCondition, "durationSeconds > 0.0f", TEST_LOCATION);
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_EQUALS(e.condition, "durationSeconds > 0.0f", TEST_LOCATION);
   }
   END_TEST;
 }
@@ -513,17 +401,129 @@ int UtcDaliAnimationGetEndAction(void)
   END_TEST;
 }
 
-int UtcDaliAnimationGetDestroyAction(void)
+int UtcDaliAnimationSetDisconnectAction(void)
+{
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
+
+  // Default: BakeFinal
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  }
+
+  // Bake
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetDisconnectAction( Animation::Bake );
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+  }
+
+  // Discard
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetDisconnectAction( Animation::Discard );
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  }
+
+  // Don't play the animation: disconnect action should not be applied
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDisconnectAction(void)
 {
   TestApplication application;
   Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetDestroyAction() == Animation::Bake); // default!
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
 
-  animation.SetDestroyAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetDestroyAction() == Animation::Discard);
+  animation.SetDisconnectAction(Animation::Discard);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
 
-  animation.SetDestroyAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetDestroyAction() == Animation::BakeFinal);
+  animation.SetDisconnectAction(Animation::Bake);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
 
   END_TEST;
 }
@@ -626,24 +626,27 @@ int UtcDaliAnimationPlay(void)
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStage(void)
+int UtcDaliAnimationSetSpeedFactor(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
-  // When the actor is added to the stage, it should appear at the current position
-  // i.e. where it would have been anyway, if on-stage from the beginning.
-
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
-  // Not added to the stage!
+  Stage::GetCurrent().Add(actor);
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunctions::Linear);
+
+  //Set speed to be x2
+  animation.SetSpeedFactor(2.0f);
 
   // Start the animation
   animation.Play();
@@ -653,147 +656,170 @@ int UtcDaliAnimationPlayOffStage(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
-
-  // Add to the stage
-  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
-  // Remove from the stage
-  Stage::GetCurrent().Remove(actor);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
 
+  // We did expect the animation to finish
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+  finishCheck.Reset();
+
+  //Test -1 speed factor. Animation will play in reverse at normal speed
+  animation.SetSpeedFactor( -1.0f );
+
+  // Start the animation
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
-  // Add to the stage
-  Stage::GetCurrent().Add(actor);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationPlayDiscardHandle(void)
-{
-  TestApplication application;
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  //Test change speed factor on the fly
+  finishCheck.Reset();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  //Set speed to be half of normal speed
+  animation.SetSpeedFactor( 0.5f );
 
   // Start the animation
   animation.Play();
 
-  // This is a test of the "Fire and Forget" behaviour
-  // Discard the animation handle!
-  animation.Reset();
-  DALI_TEST_CHECK( !animation );
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
 
+  //Change speed factor while animation still playing.
+  animation.SetSpeedFactor(-1.0f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayStopDiscardHandle(void)
+int UtcDaliAnimationGetSpeedFactor(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  animation.SetSpeedFactor(0.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
+
+  animation.SetSpeedFactor(-2.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayOffStage(void)
 {
+  // Test that an animation can be played, when the actor is off-stage.
+  // When the actor is added to the stage, it should appear at the current position
+  // i.e. where it would have been anyway, if on-stage from the beginning.
+
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+  // Not added to the stage!
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  animation.SetDisconnectAction( Animation::Discard );
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
 
@@ -810,50 +836,60 @@ int UtcDaliAnimationPlayStopDiscardHandle(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
 
-  // This is a test of the "Fire and Forget" behaviour
-  // Stop the animation, and Discard the animation handle!
-  animation.Stop();
-  animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  // We expect the animation to finish at 20% progress
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
-  // Check that nothing has changed
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
-  // Check that nothing has changed
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
-  // Check that nothing has changed
+  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPause(void)
+int UtcDaliAnimationPlayDiscardHandle(void)
 {
   TestApplication application;
 
@@ -866,49 +902,52 @@ int UtcDaliAnimationPause(void)
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // This is a test of the "Fire and Forget" behaviour
+  // Discard the animation handle!
+  animation.Reset();
+  DALI_TEST_CHECK( !animation );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  // Pause the animation
-  animation.Pause();
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-    // We didn't expect the animation to finish yet
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
-  }
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
-  // Keep going
-  animation.Play();
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
@@ -923,7 +962,7 @@ int UtcDaliAnimationPause(void)
   END_TEST;
 }
 
-int UtcDaliAnimationStop(void)
+int UtcDaliAnimationPlayStopDiscardHandle(void)
 {
   TestApplication application;
 
@@ -936,8 +975,6 @@ int UtcDaliAnimationStop(void)
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
-
   // Start the animation
   animation.Play();
 
@@ -946,35 +983,56 @@ int UtcDaliAnimationStop(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  // Stop the animation
+  // This is a test of the "Fire and Forget" behaviour
+  // Stop the animation, and Discard the animation handle!
   animation.Stop();
+  animation.Reset();
+  DALI_TEST_CHECK( !animation );
+
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  // We expect the animation to finish at 20% progress
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  finishCheck.Reset();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
-  }
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+  // Check that nothing has changed
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // Check that nothing has changed
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+
+  // Check that nothing has changed
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationStopSetPosition(void)
+int UtcDaliAnimationPlayFrom(void)
 {
-  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
-  // i.e. to check that the animation does not interfere with the position set.
-
   TestApplication application;
 
   Actor actor = Actor::New();
@@ -986,43 +1044,54 @@ int UtcDaliAnimationStopSetPosition(void)
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  //PlayFrom with an argument outside the range [0..1] will be ignored
+  animation.PlayFrom(-1.0f);
+  application.SendNotification();
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Start the animation
-  animation.Play();
+  animation.PlayFrom(100.0f);
+  application.SendNotification();
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  // Start the animation from 40% progress
+  animation.PlayFrom( 0.4f );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
 
-  // Stop the animation
-  animation.Stop();
-  Vector3 positionSet(2.0f, 3.0f, 4.0f);
-  actor.SetPosition(positionSet);
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
-  }
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationClear(void)
+int UtcDaliAnimationSetCurrentProgress(void)
 {
   TestApplication application;
 
@@ -1030,90 +1099,485 @@ int UtcDaliAnimationClear(void)
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+  Animation animation = Animation::New(0.0f);
+  animation.Play();
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Start the animation
-  animation.Play();
+  animation.SetCurrentProgress( 0.5f );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(100.0f));
+
+  //Progress should still be 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+  application.SendNotification();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
-  // We didn't expect the animation to finish yet
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  //Trying to set the current cursor outside the range [0..1] is ignored
+  animation.SetCurrentProgress( -1.0f);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Clear the animation
-  animation.Clear();
+  animation.SetCurrentProgress( 100.0f);
   application.SendNotification();
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  // Start the animation from 40% progress
+  animation.SetCurrentProgress( 0.4f );
+  animation.Play();
 
-  // We don't expect the animation to finish now
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Restart as a scale animation; this should not move the actor's position
-  finishCheck.Reset();
-  actor.SetPosition(Vector3::ZERO);
-  Vector3 targetScale(3.0f, 3.0f, 3.0f);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear);
-  animation.Play();
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.SendNotification();
 
+  //Set the progress to 70%
+  animation.SetCurrentProgress( 0.7f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  //
 
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationSignalFinish(void)
+int UtcDaliAnimationPlayRange(void)
 {
   TestApplication application;
 
-  // Start the empty animation
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
+  keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
+
+  animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
+
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2(0.4f,0.8f) );
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
+  //Test that setting progress outside the range doesn't work
+  animation.SetCurrentProgress( 0.9f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+  animation.SetCurrentProgress( 0.2f );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
 
-  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  END_TEST;
-}
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
-int UtcDaliAnimationAnimateByBoolean(void)
-{
-  TestApplication application;
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/* 80% progress */);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+
+
+  //Loop inside the range
+  finishCheck.Reset();
+  animation.SetLooping( true );
+  animation.Play();
+  application.SendNotification();
+  float intervalSeconds = 0.1f;
+  float progress = 0.4f;
+  for (int iterations = 0; iterations < 10; ++iterations )
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    progress += intervalSeconds;
+    if (progress > 0.8f)
+    {
+      progress = progress - 0.4f;
+    }
+
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+  }
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+
+  //Test change range on the fly
+  animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
+  application.SendNotification();
+
+  for (int iterations = 0; iterations < 10; ++iterations )
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    progress += intervalSeconds;
+    if (progress > 0.9f)
+    {
+      progress = progress - 0.7f;
+    }
+
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRange(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0);
+  application.SendNotification();
+
+  //If PlayRange not specified it should be 0.0-1.0 by default
+  DALI_TEST_EQUALS( Vector2(0.0,1.0), animation.GetPlayRange(), TEST_LOCATION );
+
+  //PlayRange out of bounds
+  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  animation.SetPlayRange( Vector2(0.0f,2.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+
+  //If playRange is not in the correct order it has to be ordered
+  animation.SetPlayRange( Vector2(0.8f,0.2f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2(0.4f,0.8f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.4f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPause(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+  // Pause the animation
+  animation.Pause();
+  application.SendNotification();
+
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+  }
+
+  // Keep going
+  animation.Play();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationStop(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+  // Stop the animation
+  animation.Stop();
+  application.SendNotification();
+
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationStopSetPosition(void)
+{
+  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
+  // i.e. to check that the animation does not interfere with the position set.
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+  // Stop the animation
+  animation.Stop();
+  Vector3 positionSet(2.0f, 3.0f, 4.0f);
+  actor.SetPosition(positionSet);
+  application.SendNotification();
+
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationClear(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+  // Clear the animation
+  animation.Clear();
+  application.SendNotification();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+  // We don't expect the animation to finish now
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+
+  // Restart as a scale animation; this should not move the actor's position
+  finishCheck.Reset();
+  actor.SetPosition(Vector3::ZERO);
+  Vector3 targetScale(3.0f, 3.0f, 3.0f);
+  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationSignalFinish(void)
+{
+  TestApplication application;
+
+  // Start the empty animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByBoolean(void)
+{
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -1398,26 +1862,256 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloat(void)
+int UtcDaliAnimationAnimateByFloat(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(50.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(90.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The position should have moved more, than with a linear alpha function
+  float current(actor.GetProperty<float>(index));
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByFloatTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunctions::Linear,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByInteger(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(1);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(50);
+  int relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -1432,7 +2126,7 @@ int UtcDaliAnimationAnimateByFloat(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -1440,36 +2134,36 @@ int UtcDaliAnimationAnimateByFloat(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunction(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(1);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(90);
+  int relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -1486,7 +2180,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
+  int current(actor.GetProperty<int>(index));
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -1495,33 +2189,33 @@ int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatTimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
@@ -1540,7 +2234,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -1548,7 +2242,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -1556,33 +2250,33 @@ int UtcDaliAnimationAnimateByFloatTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
@@ -1602,7 +2296,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -1610,7 +2304,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -1618,13 +2312,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2341,7 +3035,7 @@ int UtcDaliAnimationAnimateByActorPosition(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
-  animation.AnimateBy(Property(actor, Actor::POSITION), relativePosition);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
 
   Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
@@ -2393,7 +3087,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
-  animation.AnimateBy(Property(actor, Actor::POSITION), relativePosition, AlphaFunctions::EaseOut);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunctions::EaseOut);
 
   Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
@@ -2451,7 +3145,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriod(void)
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
   float delay = 0.5f;
-  animation.AnimateBy(Property(actor, Actor::POSITION),
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
                       relativePosition,
                       TimePeriod(delay, durationSeconds - delay));
 
@@ -2506,7 +3200,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriod(void)
   Vector3 targetPosition(20.0f, 20.0f, 20.0f);
   Vector3 relativePosition(targetPosition - startPosition);
   float delay = 0.5f;
-  animation.AnimateBy(Property(actor, Actor::POSITION),
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
                       relativePosition,
                       AlphaFunctions::Linear,
                       TimePeriod(delay, durationSeconds - delay));
@@ -2737,60 +3431,274 @@ int UtcDaliAnimationAnimateToBooleanTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+  // We didn't expect the animation to finish yet...
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  bool finalValue( !startValue );
+  float animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo( Property(actor, index),
+                       finalValue,
+                       AlphaFunctions::Linear,
+                       TimePeriod( animatorDurationSeconds ) );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+  // We didn't expect the animation to finish yet...
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloat(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(50.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "test-property"), targetValue);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(90.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The position should have moved more, than with a linear alpha function
+  float current(actor.GetProperty<float>(index));
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloatTimePeriod(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
 
-  // We didn't expect the animation to finish yet...
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a boolean property
-  bool startValue(false);
+  // Register a float property
+  float startValue(10.0f);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool finalValue( !startValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateTo( Property(actor, index),
-                       finalValue,
-                       AlphaFunctions::Linear,
-                       TimePeriod( animatorDurationSeconds ) );
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      AlphaFunctions::Linear,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -2800,59 +3708,51 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
 
-  // We didn't expect the animation to finish yet...
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloat(void)
+int UtcDaliAnimationAnimateToInteger(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(50);
+  int relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, "test-property"), targetValue);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -2867,7 +3767,7 @@ int UtcDaliAnimationAnimateToFloat(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2875,30 +3775,30 @@ int UtcDaliAnimationAnimateToFloat(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunction(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(90);
+  int relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -2915,7 +3815,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
+  int current(actor.GetProperty<int>(index));
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -2924,27 +3824,27 @@ int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
@@ -2963,7 +3863,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2971,7 +3871,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2979,27 +3879,27 @@ int UtcDaliAnimationAnimateToFloatTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriod(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
+  // Register an integer property
+  int startValue(10);
   Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
@@ -3019,7 +3919,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3027,7 +3927,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3035,7 +3935,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3738,11 +4638,11 @@ int UtcDaliAnimationAnimateToActorParentOrigin(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN), targetParentOrigin );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3756,7 +4656,7 @@ int UtcDaliAnimationAnimateToActorParentOriginX(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3765,11 +4665,11 @@ int UtcDaliAnimationAnimateToActorParentOriginX(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_X), targetX );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3783,7 +4683,7 @@ int UtcDaliAnimationAnimateToActorParentOriginY(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3792,11 +4692,11 @@ int UtcDaliAnimationAnimateToActorParentOriginY(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_Y), targetY );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3810,7 +4710,7 @@ int UtcDaliAnimationAnimateToActorParentOriginZ(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
   DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3819,11 +4719,11 @@ int UtcDaliAnimationAnimateToActorParentOriginZ(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_Z), targetZ );
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3844,11 +4744,11 @@ int UtcDaliAnimationAnimateToActorAnchorPoint(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT), targetAnchorPoint);
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3862,7 +4762,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointX(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
   DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::ANCHOR_POINT_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3871,11 +4771,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointX(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_X), targetX );
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3889,7 +4789,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointY(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
   DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3898,11 +4798,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointY(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_Y), targetY );
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3916,7 +4816,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
   DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3925,11 +4825,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
 
   try
   {
-    animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_Z), targetZ );
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
   }
   END_TEST;
@@ -3947,7 +4847,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo( Property(actor, Actor::SIZE), targetSize );
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize );
 
   Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
@@ -3983,7 +4883,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::SIZE), targetSize, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -4021,7 +4921,7 @@ int UtcDaliAnimationAnimateToActorSize(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::SIZE), targetSize, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -4051,13 +4951,13 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_WIDTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetWidth(10.0f);
-  animation.AnimateTo( Property(actor, Actor::SIZE_WIDTH), targetWidth );
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
 
   float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
 
@@ -4075,7 +4975,7 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_WIDTH), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4084,7 +4984,7 @@ int UtcDaliAnimationAnimateToActorSizeWidth(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_WIDTH), targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4096,13 +4996,13 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_HEIGHT), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetHeight(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::SIZE_HEIGHT), targetHeight );
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
 
   float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
 
@@ -4120,7 +5020,7 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_HEIGHT), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4129,7 +5029,7 @@ int UtcDaliAnimationAnimateToActorSizeHeight(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4141,13 +5041,13 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_DEPTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetDepth(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::SIZE_DEPTH), targetDepth );
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth );
 
   float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
 
@@ -4165,7 +5065,7 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_DEPTH), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4174,7 +5074,7 @@ int UtcDaliAnimationAnimateToActorSizeDepth(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_DEPTH), targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4190,7 +5090,7 @@ int UtcDaliAnimationAnimateToActorPosition(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.AnimateTo(Property(actor, Actor::POSITION), targetPosition);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
@@ -4227,15 +5127,15 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentPosition().x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
-  animation.AnimateTo( Property(actor, Actor::POSITION_X), targetX );
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX );
 
   float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
 
@@ -4253,9 +5153,9 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4264,9 +5164,9 @@ int UtcDaliAnimationAnimateToActorPositionX(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().x, targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4278,15 +5178,15 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentPosition().y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetY(10.0f);
-  animation.AnimateTo( Property(actor, Actor::POSITION_Y), targetY );
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY );
 
   float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
 
@@ -4304,9 +5204,9 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4315,9 +5215,9 @@ int UtcDaliAnimationAnimateToActorPositionY(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().y, targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4329,15 +5229,15 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
   DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetZ(-5.0f);
-  animation.AnimateTo( Property(actor, Actor::POSITION_Z), targetZ );
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
 
   float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
 
@@ -4355,9 +5255,9 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4366,9 +5266,9 @@ int UtcDaliAnimationAnimateToActorPositionZ(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4384,7 +5284,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunction(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.AnimateTo(Property(actor, Actor::POSITION), targetPosition, AlphaFunctions::EaseIn);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::EaseIn);
 
   Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
@@ -4434,7 +5334,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriod(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(200.0f, 200.0f, 200.0f);
   float delay = 0.5f;
-  animation.AnimateTo( Property(actor, Actor::POSITION),
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION),
                        targetPosition,
                        TimePeriod( delay, durationSeconds - delay ) );
 
@@ -4486,7 +5386,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriod(void)
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetPosition(200.0f, 200.0f, 200.0f);
   float delay = 0.5f;
-  animation.AnimateTo( Property(actor, Actor::POSITION),
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION),
                        targetPosition,
                        AlphaFunctions::Linear,
                        TimePeriod( delay, durationSeconds - delay ) );
@@ -4540,7 +5440,7 @@ int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
 
   // Start the animation
   animation.Play();
@@ -4598,7 +5498,7 @@ int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.AnimateTo( Property(actor, Actor::ROTATION), targetRotation );
+  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), targetRotation );
 
   // Start the animation
   animation.Play();
@@ -4655,7 +5555,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
 
   // Start the animation
   animation.Play();
@@ -4713,7 +5613,7 @@ int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -4774,7 +5674,7 @@ int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
   float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -4832,7 +5732,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  animation.AnimateTo( Property(actor, Actor::SCALE), targetScale );
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
 
   Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
 
@@ -4868,7 +5768,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::SCALE), targetScale, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -4906,7 +5806,7 @@ int UtcDaliAnimationAnimateToActorScale(void)
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::SCALE), targetScale, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -4936,15 +5836,15 @@ int UtcDaliAnimationAnimateToActorScaleX(void)
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
   DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetX(10.0f);
-  animation.AnimateTo( Property(actor, Actor::SCALE_X), targetX );
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
 
   float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
 
@@ -4962,9 +5862,9 @@ int UtcDaliAnimationAnimateToActorScaleX(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4973,9 +5873,9 @@ int UtcDaliAnimationAnimateToActorScaleX(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4987,15 +5887,15 @@ int UtcDaliAnimationAnimateToActorScaleY(void)
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
   DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetY(1000.0f);
-  animation.AnimateTo( Property(actor, Actor::SCALE_Y), targetY );
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
 
   float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
 
@@ -5013,9 +5913,9 @@ int UtcDaliAnimationAnimateToActorScaleY(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5024,9 +5924,9 @@ int UtcDaliAnimationAnimateToActorScaleY(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5038,15 +5938,15 @@ int UtcDaliAnimationAnimateToActorScaleZ(void)
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
   DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetZ(-1000.0f);
-  animation.AnimateTo( Property(actor, Actor::SCALE_Z), targetZ );
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
 
   float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
 
@@ -5064,9 +5964,9 @@ int UtcDaliAnimationAnimateToActorScaleZ(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5075,9 +5975,9 @@ int UtcDaliAnimationAnimateToActorScaleZ(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5093,7 +5993,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector4 targetColor(Color::RED);
-  animation.AnimateTo( Property(actor, Actor::COLOR), targetColor );
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
 
   Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
   Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
@@ -5130,7 +6030,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::COLOR), targetColor, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -5168,7 +6068,7 @@ int UtcDaliAnimationAnimateToActorColor(void)
   // Repeat with a shorter animator duration
   float animatorDuration = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::COLOR), targetColor, AlphaFunctions::Linear, TimePeriod(animatorDuration));
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::Linear, TimePeriod(animatorDuration));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -5206,16 +6106,16 @@ int UtcDaliAnimationAnimateToActorColorRed(void)
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
   DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetRed(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_RED), targetRed );
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
 
   float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
 
@@ -5233,10 +6133,10 @@ int UtcDaliAnimationAnimateToActorColorRed(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5245,10 +6145,10 @@ int UtcDaliAnimationAnimateToActorColorRed(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   targetRed,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5260,16 +6160,16 @@ int UtcDaliAnimationAnimateToActorColorGreen(void)
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
   DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetGreen(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_GREEN), targetGreen );
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
 
   float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
 
@@ -5287,10 +6187,10 @@ int UtcDaliAnimationAnimateToActorColorGreen(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5299,10 +6199,10 @@ int UtcDaliAnimationAnimateToActorColorGreen(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
   END_TEST;
 }
 
@@ -5314,16 +6214,16 @@ int UtcDaliAnimationAnimateToActorColorBlue(void)
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
   DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetBlue(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_BLUE), targetBlue );
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
 
   float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
 
@@ -5341,10 +6241,10 @@ int UtcDaliAnimationAnimateToActorColorBlue(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5353,10 +6253,10 @@ int UtcDaliAnimationAnimateToActorColorBlue(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5368,16 +6268,16 @@ int UtcDaliAnimationAnimateToActorColorAlpha(void)
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   float targetAlpha(0.5f);
-  animation.AnimateTo( Property(actor, Actor::COLOR_ALPHA), targetAlpha );
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
 
   float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
 
@@ -5395,10 +6295,10 @@ int UtcDaliAnimationAnimateToActorColorAlpha(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5407,10 +6307,10 @@ int UtcDaliAnimationAnimateToActorColorAlpha(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5438,7 +6338,7 @@ int UtcDaliAnimationKeyFrames01(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
   }
   END_TEST;
@@ -5466,7 +6366,7 @@ int UtcDaliAnimationKeyFrames02(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
   }
   END_TEST;
@@ -5495,7 +6395,7 @@ int UtcDaliAnimationKeyFrames03(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
   }
   END_TEST;
@@ -5524,7 +6424,7 @@ int UtcDaliAnimationKeyFrames04(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
   }
   END_TEST;
@@ -5552,7 +6452,7 @@ int UtcDaliAnimationKeyFrames05(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
   }
   END_TEST;
@@ -5581,7 +6481,7 @@ int UtcDaliAnimationKeyFrames06(void)
   }
   catch (Dali::DaliException& e)
   {
-    tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+    DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
   }
   END_TEST;
@@ -5601,10 +6501,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
   Stage::GetCurrent().Add(actor);
 
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5618,7 +6518,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
   keyFrames.Add(0.8f, 0.7f);
   keyFrames.Add(1.0f, 0.9f);
 
-  animation.AnimateBetween( Property(actor, Actor::COLOR_ALPHA), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -5634,50 +6534,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
@@ -5686,8 +6586,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
   END_TEST;
 }
 
-
-int UtcDaliAnimationAnimateBetweenActorColor(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaCubic(void)
 {
   TestApplication application;
 
@@ -5697,21 +6596,24 @@ int UtcDaliAnimationAnimateBetweenActorColor(void)
   Stage::GetCurrent().Add(actor);
 
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
-  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
-  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+  keyFrames.Add(0.0f, 0.1f);
+  keyFrames.Add(0.2f, 0.5f);
+  keyFrames.Add(0.4f, 0.0f);
+  keyFrames.Add(0.6f, 1.0f);
+  keyFrames.Add(0.8f, 0.7f);
+  keyFrames.Add(1.0f, 0.9f);
 
-  animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -5723,157 +6625,87 @@ int UtcDaliAnimationAnimateBetweenActorColor(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
-
-  // We did expect the animation to finish
-
-  finishCheck.CheckSignalReceived();
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateBetweenActorVisible01(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
-  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
-  application.Render(0);
-
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, false);
-  keyFrames.Add(0.2f, true);
-  keyFrames.Add(0.4f, true);
-  keyFrames.Add(0.8f, false);
-  keyFrames.Add(1.0f, true);
-
-  animation.AnimateBetween( Property(actor, Actor::VISIBLE), keyFrames );
-
-  // Start the animation
-  animation.Play();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
-  finishCheck.CheckSignalReceived();
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateBetweenActorRotation01(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
-  Stage::GetCurrent().Add(actor);
-
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
-  application.Render(0);
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
 
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
-
-  animation.AnimateBetween( Property(actor, Actor::ROTATION), keyFrames );
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
 
-  Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
+  // We did expect the animation to finish
 
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorRotation02(void)
+int UtcDaliAnimationAnimateBetweenActorColor(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetRotation(aa.angle, aa.axis);
-  application.SendNotification();
-  application.Render(0);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
-  keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
-  keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::ROTATION), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -5885,29 +6717,38 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -5915,26 +6756,31 @@ int UtcDaliAnimationAnimateBetweenActorRotation02(void)
   END_TEST;
 }
 
-int UtcDaliAnimationMoveByFloat3(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubic(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
-  Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  Stage::GetCurrent().Add(actor);
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  animation.MoveBy(actor, relativePosition.x, relativePosition.y, relativePosition.z);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -5942,45 +6788,75 @@ int UtcDaliAnimationMoveByFloat3(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
-  application.SendNotification();
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveByVector3Alpha(void)
+int UtcDaliAnimationAnimateBetweenActorVisible(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetRotation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
+
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  animation.MoveBy(actor, relativePosition, AlphaFunctions::EaseOut);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, false);
+  keyFrames.Add(0.2f, true);
+  keyFrames.Add(0.4f, true);
+  keyFrames.Add(0.8f, false);
+  keyFrames.Add(1.0f, true);
+
+  animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -5988,51 +6864,45 @@ int UtcDaliAnimationMoveByVector3Alpha(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
-
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleCubic(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetRotation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
+
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  float delay = 0.5f;
-  animation.MoveBy(actor, relativePosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, false);
+  keyFrames.Add(0.2f, true);
+  keyFrames.Add(0.4f, true);
+  keyFrames.Add(0.8f, false);
+  keyFrames.Add(1.0f, true);
+
+  //Cubic interpolation for boolean values should be ignored
+  animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -6040,40 +6910,40 @@ int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
-
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveToFloat3(void)
+int UtcDaliAnimationAnimateBetweenActorRotation01(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetRotation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(0);
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.MoveTo(actor, targetPosition.x, targetPosition.y, targetPosition.z);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -6081,40 +6951,44 @@ int UtcDaliAnimationMoveToFloat3(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
-
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
+
+  Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
+
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveToVector3Alpha(void)
+int UtcDaliAnimationAnimateBetweenActorRotation02(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetRotation(aa.angle, aa.axis);
+  application.SendNotification();
+  application.Render(0);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::EaseIn);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
+  keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
+  keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -6122,49 +6996,63 @@ int UtcDaliAnimationMoveToVector3Alpha(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
-  // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
-  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
-  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
-  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
-  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.SendNotification();
+  check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
-  application.SendNotification();
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetRotation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(0);
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  float delay = 0.5f;
-  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+
+  //Cubic interpolation should be ignored for quaternions
+  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -6172,48 +7060,45 @@ int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
-
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+  Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
 
-  // We did expect the animation to finish
-  application.SendNotification();
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationMove(void)
+int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 initialPosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetRotation(aa.angle, aa.axis);
+  application.SendNotification();
+  application.Render(0);
   Stage::GetCurrent().Add(actor);
 
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+
   // Build the animation
-  float durationSeconds(10.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  BounceFunc func(0.0f, 0.0f, -100.0f);
-  animation.Move(actor, func, AlphaFunctions::Linear, 0.0f, durationSeconds);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
+  keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
+  keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+
+  //Cubic interpolation should be ignored for quaternions
+  animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -6221,56 +7106,61 @@ int UtcDaliAnimationMove(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
+  application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.25f, initialPosition), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.5f, initialPosition), TEST_LOCATION );
+  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.75f, initialPosition), TEST_LOCATION );
+  check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
-  application.SendNotification();
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByDegreeVector3(void)
+
+int UtcDaliAnimationMoveByFloat3(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetPosition(startPosition);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS);
+  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3 relativePosition(targetPosition - startPosition);
+  animation.MoveBy(actor, relativePosition.x, relativePosition.y, relativePosition.z);
+
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
   // Start the animation
   animation.Play();
@@ -6280,54 +7170,43 @@ int UtcDaliAnimationRotateByDegreeVector3(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByRadianVector3(void)
+int UtcDaliAnimationMoveByVector3Alpha(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetPosition(startPosition);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS);
+  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3 relativePosition(targetPosition - startPosition);
+  animation.MoveBy(actor, relativePosition, AlphaFunctions::EaseOut);
+
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
   // Start the animation
   animation.Play();
@@ -6337,54 +7216,49 @@ int UtcDaliAnimationRotateByRadianVector3(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // The position should have moved more, than with a linear alpha function
+  Vector3 current(actor.GetCurrentPosition());
+  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
+  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
+int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetPosition(startPosition);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3 relativePosition(targetPosition - startPosition);
+  float delay = 0.5f;
+  animation.MoveBy(actor, relativePosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
+
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
   // Start the animation
   animation.Play();
@@ -6394,54 +7268,38 @@ int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByRadianVector3Alpha(void)
+int UtcDaliAnimationMoveToFloat3(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  animation.MoveTo(actor, targetPosition.x, targetPosition.y, targetPosition.z);
+
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
@@ -6451,28 +7309,12 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6480,26 +7322,25 @@ int UtcDaliAnimationRotateByRadianVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
+int UtcDaliAnimationMoveToVector3Alpha(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::EaseIn);
+
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
@@ -6509,31 +7350,20 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // The position should have moved less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentPosition());
+  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
+  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
+  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
+  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
+  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6541,73 +7371,61 @@ int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-
-int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
+int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  float delay = 0.5f;
+  animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToDegreeVector3(void)
+int UtcDaliAnimationRotateByDegreeVector3(void)
 {
   TestApplication application;
 
@@ -6619,9 +7437,9 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS);
 
   // Start the animation
   animation.Play();
@@ -6636,7 +7454,7 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6644,7 +7462,7 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6652,7 +7470,7 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6660,11 +7478,11 @@ int UtcDaliAnimationRotateToDegreeVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToRadianVector3(void)
+int UtcDaliAnimationRotateByRadianVector3(void)
 {
   TestApplication application;
 
@@ -6676,9 +7494,9 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS);
 
   // Start the animation
   animation.Play();
@@ -6693,7 +7511,7 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6701,7 +7519,7 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6709,7 +7527,7 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6717,11 +7535,11 @@ int UtcDaliAnimationRotateToRadianVector3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToQuaternion(void)
+int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
 {
   TestApplication application;
 
@@ -6733,10 +7551,9 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
 
   // Start the animation
   animation.Play();
@@ -6751,7 +7568,7 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6759,7 +7576,7 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6767,7 +7584,7 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6775,11 +7592,11 @@ int UtcDaliAnimationRotateToQuaternion(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
+int UtcDaliAnimationRotateByRadianVector3Alpha(void)
 {
   TestApplication application;
 
@@ -6791,9 +7608,9 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
 
   // Start the animation
   animation.Play();
@@ -6808,7 +7625,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6816,7 +7633,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6824,7 +7641,7 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6832,11 +7649,11 @@ int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToRadianVector3Alpha(void)
+int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
 {
   TestApplication application;
 
@@ -6848,9 +7665,10 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  float delay = 0.3f;
+  animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
 
   // Start the animation
   animation.Play();
@@ -6865,7 +7683,8 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6873,7 +7692,8 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6881,7 +7701,8 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6889,11 +7710,12 @@ int UtcDaliAnimationRotateToRadianVector3Alpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToQuaternionAlpha(void)
+
+int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
 {
   TestApplication application;
 
@@ -6905,10 +7727,10 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  float delay = 0.3f;
+  animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
 
   // Start the animation
   animation.Play();
@@ -6923,7 +7745,8 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6931,7 +7754,8 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6939,7 +7763,8 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6947,11 +7772,11 @@ int UtcDaliAnimationRotateToQuaternionAlpha(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
+int UtcDaliAnimationRotateToDegreeVector3(void)
 {
   TestApplication application;
 
@@ -6965,8 +7790,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS);
 
   // Start the animation
   animation.Play();
@@ -6981,8 +7805,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6990,8 +7813,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6999,8 +7821,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7012,7 +7833,7 @@ int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
+int UtcDaliAnimationRotateToRadianVector3(void)
 {
   TestApplication application;
 
@@ -7026,8 +7847,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS);
 
   // Start the animation
   animation.Play();
@@ -7042,8 +7862,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7051,8 +7870,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7060,8 +7878,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7073,7 +7890,7 @@ int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
+int UtcDaliAnimationRotateToQuaternion(void)
 {
   TestApplication application;
 
@@ -7087,9 +7904,8 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   Animation animation = Animation::New(durationSeconds);
   Degree targetRotationDegrees(90.0f);
   Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
   Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+  animation.RotateTo(actor, targetRotation/*Quaternion version*/);
 
   // Start the animation
   animation.Play();
@@ -7104,8 +7920,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7113,8 +7928,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7122,8 +7936,7 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7135,21 +7948,21 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationRotate(void)
+int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Quaternion initialRotation(0.0f, Vector3::YAXIS);
-  actor.SetRotation(initialRotation);
+  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), initialRotation, ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  TumbleFunc func(Vector3::YAXIS);
-  animation.Rotate(actor, func, AlphaFunctions::Linear, 0.0f, durationSeconds);
+  Degree targetRotationDegrees(90.0f);
+  Radian targetRotationRadians(targetRotationDegrees);
+  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
 
   // Start the animation
   animation.Play();
@@ -7164,7 +7977,7 @@ int UtcDaliAnimationRotate(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), func(0.25f, initialRotation), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7172,7 +7985,7 @@ int UtcDaliAnimationRotate(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), func(0.5f, initialRotation), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7180,7 +7993,7 @@ int UtcDaliAnimationRotate(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), func(0.75f, initialRotation), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7188,26 +8001,25 @@ int UtcDaliAnimationRotate(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), func(1.0f, initialRotation), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationScaleBy(void)
+int UtcDaliAnimationRotateToRadianVector3Alpha(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.ScaleBy(actor, relativeScale.x, relativeScale.y, relativeScale.z);
-
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
+  Degree targetRotationDegrees(90.0f);
+  Radian targetRotationRadians(targetRotationDegrees);
+  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
 
   // Start the animation
   animation.Play();
@@ -7217,105 +8029,55 @@ int UtcDaliAnimationScaleBy(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ScaleBy(actor, relativeScale, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ScaleBy(actor, relativeScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationScaleTo(void)
+int UtcDaliAnimationRotateToQuaternionAlpha(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  animation.ScaleTo(actor, targetScale.x, targetScale.y, targetScale.z);
-
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
+  Degree targetRotationDegrees(90.0f);
+  Radian targetRotationRadians(targetRotationDegrees);
+  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
+  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn);
 
   // Start the animation
   animation.Play();
@@ -7325,105 +8087,57 @@ int UtcDaliAnimationScaleTo(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationShow(void)
+int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetVisible(false);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
-  // Start the animation
-  float durationSeconds(10.0f);
+  // Build the animation
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds*0.5f);
+  Degree targetRotationDegrees(90.0f);
+  Radian targetRotationRadians(targetRotationDegrees);
+  float delay(0.1f);
+  animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+
+  // Start the animation
   animation.Play();
 
   bool signalReceived(false);
@@ -7431,43 +8145,60 @@ int UtcDaliAnimationShow(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationHide(void)
+int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
-  // Start the animation
-  float durationSeconds(10.0f);
+  // Build the animation
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds*0.5f);
+  Degree targetRotationDegrees(90.0f);
+  Radian targetRotationRadians(targetRotationDegrees);
+  float delay(0.1f);
+  animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+
+  // Start the animation
   animation.Play();
 
   bool signalReceived(false);
@@ -7475,46 +8206,61 @@ int UtcDaliAnimationHide(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationShowHideAtEnd(void)
+int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
 {
-  // Test that show/hide delay can be the same as animation duration
-  // i.e. to show/hide at the end of the animation
-
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
-  // Start Hide animation
-  float durationSeconds(10.0f);
+  // Build the animation
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds/*Hide at end*/);
+  Degree targetRotationDegrees(90.0f);
+  Radian targetRotationRadians(targetRotationDegrees);
+  float delay(0.1f);
+  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
+  animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+
+  // Start the animation
   animation.Play();
 
   bool signalReceived(false);
@@ -7522,47 +8268,58 @@ int UtcDaliAnimationShowHideAtEnd(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
 
-  // We did expect the animation to finish
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  finishCheck.CheckSignalNotReceived();
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
-  // Start Show animation
-  animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds/*Show at end*/);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationOpacityBy(void)
+int UtcDaliAnimationScaleBy(void)
 {
   TestApplication application;
+
   Actor actor = Actor::New();
-  float startingOpacity(0.5f);
-  actor.SetOpacity(startingOpacity);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
   Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float relativeOpacity(-0.5f); // target of zero
-  animation.OpacityBy(actor, relativeOpacity);
+  Vector3 targetScale(2.0f, 2.0f, 2.0f);
+  Vector3 relativeScale(targetScale - Vector3::ONE);
+  animation.ScaleBy(actor, relativeScale.x, relativeScale.y, relativeScale.z);
 
-  float seventyFivePercentProgress((1.0f - 0.75f) * startingOpacity);
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
 
   // Start the animation
   animation.Play();
@@ -7572,65 +8329,69 @@ int UtcDaliAnimationOpacityBy(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetOpacity(startingOpacity);
+  actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::EaseIn);
+  animation.ScaleBy(actor, relativeScale, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  // The opacity should reduce less, than with a linear alpha function
-  float current(actor.GetCurrentOpacity());
-  DALI_TEST_CHECK( current < 1.0f );
-  DALI_TEST_CHECK( current > seventyFivePercentProgress );
+  // The scale should have grown less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentScale());
+  DALI_TEST_CHECK( current.x > 1.0f );
+  DALI_TEST_CHECK( current.y > 1.0f );
+  DALI_TEST_CHECK( current.z > 1.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetOpacity(startingOpacity);
+  actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.ScaleBy(actor, relativeScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -7640,41 +8401,33 @@ int UtcDaliAnimationOpacityBy(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationOpacityTo(void)
+int UtcDaliAnimationScaleTo(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetOpacity(0.0f);
-  animation.OpacityTo(actor, targetOpacity);
+  Vector3 targetScale(2.0f, 2.0f, 2.0f);
+  animation.ScaleTo(actor, targetScale.x, targetScale.y, targetScale.z);
 
-  float ninetyNinePercentProgress(0.01f);
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
 
   // Start the animation
   animation.Play();
@@ -7689,7 +8442,7 @@ int UtcDaliAnimationOpacityTo(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), ninetyNinePercentProgress, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -7697,18 +8450,18 @@ int UtcDaliAnimationOpacityTo(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetOpacity(1.0f);
+  actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::EaseIn);
+  animation.ScaleTo(actor, targetScale, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -7719,10 +8472,14 @@ int UtcDaliAnimationOpacityTo(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  // The opacity should reduce less, than with a linear alpha function
-  float current(actor.GetCurrentOpacity());
-  DALI_TEST_CHECK( current < 1.0f );
-  DALI_TEST_CHECK( current > ninetyNinePercentProgress );
+  // The scale should have grown less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentScale());
+  DALI_TEST_CHECK( current.x > 1.0f );
+  DALI_TEST_CHECK( current.y > 1.0f );
+  DALI_TEST_CHECK( current.z > 1.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -7730,19 +8487,19 @@ int UtcDaliAnimationOpacityTo(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetOpacity(1.0f);
+  actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -7752,7 +8509,7 @@ int UtcDaliAnimationOpacityTo(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7760,32 +8517,25 @@ int UtcDaliAnimationOpacityTo(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationColorBy(void)
+int UtcDaliAnimationShow(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetColor(Color::BLACK);
+  actor.SetVisible(false);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::BLACK, TEST_LOCATION );
+  DALI_TEST_CHECK( !actor.IsVisible() );
   Stage::GetCurrent().Add(actor);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::GREEN);
-  Vector4 relativeColor(Color::GREEN); // Note the alpha is automatically clamped <= 1.0f in world color
-  animation.ColorBy(actor, relativeColor);
-
-  Vector4 tenPercentProgress(Vector4(0.0f, 0.1f, 0.0f, 1.0f));
-  Vector4 twentyPercentProgress(Vector4(0.0f, 0.2f, 0.0f, 1.0f));
-
   // Start the animation
+  float durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Show(actor, durationSeconds*0.5f);
   animation.Play();
 
   bool signalReceived(false);
@@ -7793,113 +8543,138 @@ int UtcDaliAnimationColorBy(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), tenPercentProgress, TEST_LOCATION );
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.IsVisible() );
+  END_TEST;
+}
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
+int UtcDaliAnimationHide(void)
+{
+  TestApplication application;
 
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.ColorBy(actor, relativeColor, AlphaFunctions::EaseIn);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  Actor actor = Actor::New();
+  DALI_TEST_CHECK( actor.IsVisible() );
+  Stage::GetCurrent().Add(actor);
+
+  // Start the animation
+  float durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Hide(actor, durationSeconds*0.5f);
   animation.Play();
 
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
 
-  // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentWorldColor());
-  DALI_TEST_CHECK( current.x == 0.0f ); // doesn't change
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.y < tenPercentProgress.y );
-  DALI_TEST_CHECK( current.z == 0.0f ); // doesn't change
-  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_CHECK( !actor.IsVisible() );
+  END_TEST;
+}
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetColor(Color::BLACK);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
+int UtcDaliAnimationShowHideAtEnd(void)
+{
+  // Test that show/hide delay can be the same as animation duration
+  // i.e. to show/hide at the end of the animation
 
-  // Repeat with a shorter animator duration
-  float animatorDuration = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.ColorBy(actor, relativeColor, AlphaFunctions::Linear, 0, animatorDuration);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  DALI_TEST_CHECK( actor.IsVisible() );
+  Stage::GetCurrent().Add(actor);
+
+  // Start Hide animation
+  float durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Hide(actor, durationSeconds/*Hide at end*/);
   animation.Play();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), twentyPercentProgress, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
+  // We did expect the animation to finish
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
+  // Start Show animation
+  animation = Animation::New(durationSeconds);
+  animation.Show(actor, durationSeconds/*Show at end*/);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.IsVisible() );
   END_TEST;
 }
 
-int UtcDaliAnimationColorTo(void)
+int UtcDaliAnimationOpacityBy(void)
 {
   TestApplication application;
-
   Actor actor = Actor::New();
+  float startingOpacity(0.5f);
+  actor.SetOpacity(startingOpacity);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::RED);
-  animation.ColorTo(actor, targetColor);
+  float relativeOpacity(-0.5f); // target of zero
+  animation.OpacityBy(actor, relativeOpacity);
 
-  Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
-  Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
+  float seventyFivePercentProgress((1.0f - 0.75f) * startingOpacity);
 
   // Start the animation
   animation.Play();
@@ -7909,113 +8684,109 @@ int UtcDaliAnimationColorTo(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetOpacity(startingOpacity);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.ColorTo(actor, targetColor, AlphaFunctions::EaseIn);
+  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentColor());
-  DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
-  DALI_TEST_CHECK( current.y < 1.0f );
-  DALI_TEST_CHECK( current.y > tenPercentProgress.y );
-  DALI_TEST_CHECK( current.z  < 1.0f );
-  DALI_TEST_CHECK( current.z  > tenPercentProgress.z );
-  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
+  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+
+  // The opacity should reduce less, than with a linear alpha function
+  float current(actor.GetCurrentOpacity());
+  DALI_TEST_CHECK( current < 1.0f );
+  DALI_TEST_CHECK( current > seventyFivePercentProgress );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetOpacity(startingOpacity);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
 
-  // Repeat with a shorter animator duration
-  float animatorDuration = 0.5f;
+  // Repeat with a delay
+  float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.ColorTo(actor, targetColor, AlphaFunctions::Linear, 0, animatorDuration);
+  animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationResize(void)
+int UtcDaliAnimationOpacityTo(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.Resize(actor, targetSize);
+  float targetOpacity(0.0f);
+  animation.OpacityTo(actor, targetOpacity);
 
-  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
+  float ninetyNinePercentProgress(0.01f);
 
   // Start the animation
   animation.Play();
@@ -8030,7 +8801,7 @@ int UtcDaliAnimationResize(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), ninetyNinePercentProgress, 0.001f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -8038,18 +8809,18 @@ int UtcDaliAnimationResize(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
+  actor.SetOpacity(1.0f);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize, AlphaFunctions::EaseIn);
+  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8060,14 +8831,10 @@ int UtcDaliAnimationResize(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.z > 0.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+  // The opacity should reduce less, than with a linear alpha function
+  float current(actor.GetCurrentOpacity());
+  DALI_TEST_CHECK( current < 1.0f );
+  DALI_TEST_CHECK( current > ninetyNinePercentProgress );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -8075,19 +8842,19 @@ int UtcDaliAnimationResize(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
+  actor.SetOpacity(1.0f);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.Resize(actor, targetSize, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.OpacityTo(actor, targetOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -8097,7 +8864,7 @@ int UtcDaliAnimationResize(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8105,22 +8872,30 @@ int UtcDaliAnimationResize(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBool(void)
+int UtcDaliAnimationColorBy(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  actor.SetColor(Color::BLACK);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::BLACK, TEST_LOCATION );
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  float durationSeconds(10.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Animate<bool>( Property(actor, Actor::VISIBLE), ReturnFalseAfterProgressOne, TimePeriod(durationSeconds*0.25f/*delay*/, durationSeconds*0.1f) );
+  Vector4 targetColor(Color::GREEN);
+  Vector4 relativeColor(Color::GREEN); // Note the alpha is automatically clamped <= 1.0f in world color
+  animation.ColorBy(actor, relativeColor);
+
+  Vector4 tenPercentProgress(Vector4(0.0f, 0.1f, 0.0f, 1.0f));
+  Vector4 twentyPercentProgress(Vector4(0.0f, 0.2f, 0.0f, 1.0f));
 
   // Start the animation
   animation.Play();
@@ -8130,113 +8905,113 @@ int UtcDaliAnimationAnimateBool(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), tenPercentProgress, TEST_LOCATION );
 
-  // Should still be visible
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
 
+  // We did expect the animation to finish
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetColor(Color::BLACK);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.ColorBy(actor, relativeColor, AlphaFunctions::EaseIn);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  // Now animate functor should have hidden the actor
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION );
+  // The color should have changed less, than with a linear alpha function
+  Vector4 current(actor.GetCurrentWorldColor());
+  DALI_TEST_CHECK( current.x == 0.0f ); // doesn't change
+  DALI_TEST_CHECK( current.y > 0.0f );
+  DALI_TEST_CHECK( current.y < tenPercentProgress.y );
+  DALI_TEST_CHECK( current.z == 0.0f ); // doesn't change
+  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateFloat(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetPosition(0.0f);
-  AnimateFloatTestFunctor func( 100, targetPosition );
-  animation.Animate<float>( Property(actor, index), func );
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetColor(Color::BLACK);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), 75.0f, TEST_LOCATION );
+  // Repeat with a shorter animator duration
+  float animatorDuration = 0.5f;
+  animation = Animation::New(durationSeconds);
+  animation.ColorBy(actor, relativeColor, AlphaFunctions::Linear, 0, animatorDuration);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), 50.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), twentyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), 25.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateVector2(void)
+int UtcDaliAnimationColorTo(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(10.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetPosition(0.0f, 0.0f);
-  AnimateVector2TestFunctor func( Vector2(100,100), targetPosition );
-  animation.Animate<Vector2>( Property(actor, index), func );
+  Vector4 targetColor(Color::RED);
+  animation.ColorTo(actor, targetColor);
+
+  Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
+  Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
 
   // Start the animation
   animation.Play();
@@ -8246,114 +9021,113 @@ int UtcDaliAnimationAnimateVector2(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), Vector2(75,75), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
 
-  // We didn't expect the animation to finish yet
+  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), Vector2(50,50), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetColor(Color::WHITE);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.ColorTo(actor, targetColor, AlphaFunctions::EaseIn);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), Vector2(25,25), TEST_LOCATION );
+
+  // The color should have changed less, than with a linear alpha function
+  Vector4 current(actor.GetCurrentColor());
+  DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
+  DALI_TEST_CHECK( current.y < 1.0f );
+  DALI_TEST_CHECK( current.y > tenPercentProgress.y );
+  DALI_TEST_CHECK( current.z  < 1.0f );
+  DALI_TEST_CHECK( current.z  > tenPercentProgress.z );
+  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateVector3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Vector3 initialPosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  BounceFunc func(0.0f, 0.0f, -100.0f);
-  animation.Animate<Vector3>( Property(actor, Actor::POSITION), func, AlphaFunctions::Linear, durationSeconds );
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetColor(Color::WHITE);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.25f, initialPosition), TEST_LOCATION );
+  // Repeat with a shorter animator duration
+  float animatorDuration = 0.5f;
+  animation = Animation::New(durationSeconds);
+  animation.ColorTo(actor, targetColor, AlphaFunctions::Linear, 0, animatorDuration);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.5f, initialPosition), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.75f, initialPosition), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateVector4(void)
+int UtcDaliAnimationResize(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-
-  // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(10.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetPosition(200,400,0,-1000);
-  AnimateVector4TestFunctor func( Vector4(1000,1000,1000,1000), targetPosition );
-  animation.Animate<Vector4>( Property(actor, index), func );
+  Vector3 targetSize(100.0f, 100.0f, 100.0f);
+  animation.Resize(actor, targetSize);
+
+  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
   // Start the animation
   animation.Play();
@@ -8363,101 +9137,87 @@ int UtcDaliAnimationAnimateVector4(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), Vector4(800,850,750,500), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), Vector4(600,700,500,0), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), Vector4(400,550,250,-500), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateQuaternion(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-
-  Degree sourceRotationDegrees(90.0f);
-  Radian sourceRotationRadians(sourceRotationDegrees);
-  Quaternion sourceRotation(sourceRotationRadians, Vector3::YAXIS);
-
-  Degree targetRotationDegrees(150.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-
-  AnimateQuaternionTestFunctor func( sourceRotation, targetRotation );
-  animation.Animate<Quaternion>( Property(actor, Actor::ROTATION), func );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
 
-  // Start the animation
-  animation.Play();
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetSize(Vector3::ZERO);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.Resize(actor, targetSize, AlphaFunctions::EaseIn);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(Radian(Degree(105)), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  // The size should have travelled less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentSize());
+  DALI_TEST_CHECK( current.x > 0.0f );
+  DALI_TEST_CHECK( current.y > 0.0f );
+  DALI_TEST_CHECK( current.z > 0.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
-  // We didn't expect the animation to finish yet
+  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(Radian(Degree(120)), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetSize(Vector3::ZERO);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation = Animation::New(durationSeconds);
+  animation.Resize(actor, targetSize, AlphaFunctions::Linear, delay, durationSeconds - delay);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(Radian(Degree(135)), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), targetRotation, ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8613,10 +9373,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
   Stage::GetCurrent().Add(actor);
 
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8627,7 +9387,7 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames, TimePeriod( 1.0f) );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( 1.0f) );
 
   // Start the animation
   animation.Play();
@@ -8639,38 +9399,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8688,10 +9448,10 @@ int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
   Stage::GetCurrent().Add(actor);
 
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8702,7 +9462,7 @@ int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames, AlphaFunctions::Linear );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear );
 
   // Start the animation
   animation.Play();
@@ -8714,38 +9474,38 @@ int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8763,10 +9523,10 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   Stage::GetCurrent().Add(actor);
 
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8777,7 +9537,7 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( 1.0f) );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( 1.0f) );
 
   // Start the animation
   animation.Play();
@@ -8789,38 +9549,38 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8828,21 +9588,147 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateVector3Func(void)
+int UtcDaliAnimationCreateDestroy(void)
+{
+  TestApplication application;
+  Animation* animation = new Animation;
+  DALI_TEST_CHECK( animation );
+  delete animation;
+  END_TEST;
+}
+
+struct UpdateManagerTestConstraint
+{
+  UpdateManagerTestConstraint(TestApplication& application)
+  : mApplication(application)
+  {
+  }
+
+  Vector3 operator()(const Vector3& current)
+  {
+    mApplication.SendNotification();  // Process events
+    return current;
+  }
+
+  TestApplication& mApplication;
+};
+
+int UtcDaliAnimationUpdateManager(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animation
+  Animation animation = Animation::New( 0.0f );
+
+  bool signalReceived = false;
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
+
+  Vector3 startValue(1.0f, 1.0f, 1.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Constraint constraint = Constraint::New<Vector3>( index, UpdateManagerTestConstraint( application ) );
+  actor.ApplyConstraint( constraint );
+
+  // Apply animation to actor
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunctions::Linear );
+
+  animation.Play();
+
+  application.SendNotification();
+  application.UpdateOnly( 16 );
+
+  finishCheck.CheckSignalNotReceived();
+
+  application.SendNotification();   // Process events
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSignalOrder(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 initialPosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animations
+  Animation animation1 = Animation::New( 0.0f ); // finishes first frame
+  Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
+
+  bool signal1Received = false;
+  animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
+
+  bool signal2Received = false;
+  animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
+
+  // Apply animations to actor
+  animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunctions::Linear );
+  animation1.Play();
+  animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunctions::Linear );
+  animation2.Play();
+
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+
+  application.SendNotification();
+  application.UpdateOnly( 10 ); // 10ms progress
+
+  // no notifications yet
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+
+  application.SendNotification();
+
+  // first completed
+  DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+  signal1Received = false;
+
+  // 1st animation is complete now, do another update with no ProcessEvents in between
+  application.UpdateOnly( 20 ); // 20ms progress
+
+  // ProcessEvents
+  application.SendNotification();
+
+  // 2nd should complete now
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationExtendDuration(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  BounceFunc func(0.0f, 0.0f, -100.0f);
-  animation.Animate<Vector3>( Property(actor, Actor::POSITION), func, AlphaFunctions::Linear );
+  float initialDurationSeconds(1.0f);
+  float animatorDelay = 5.0f;
+  float animatorDurationSeconds(5.0f);
+  float extendedDurationSeconds(animatorDelay+animatorDurationSeconds);
+  Animation animation = Animation::New(initialDurationSeconds);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
+
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(animatorDelay, animatorDurationSeconds));
+
+  // The duration should have been extended
+  DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
 
   // Start the animation
   animation.Play();
@@ -8852,44 +9738,106 @@ int UtcDaliAnimationAnimateVector3Func(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.25f, initialPosition), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.5f, initialPosition), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.75f, initialPosition), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationCreateDestroy(void)
+int UtcDaliAnimationPath(void)
 {
   TestApplication application;
-  Animation* animation = new Animation;
-  DALI_TEST_CHECK( animation );
-  delete animation;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  //Build the path
+  Vector3 position0( 30.0,  80.0,  0.0);
+  Vector3 position1( 70.0,  120.0, 0.0);
+  Vector3 position2( 100.0, 100.0, 0.0);
+
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
+
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+  // Build the animation
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunctions::Linear, TimePeriod(0.0f, 1.0f ));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.SendNotification();
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.SendNotification();
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.SendNotification();
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.SendNotification();
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }