Append Stopped animation notify list at Update Animation time
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index 659b83f..f360cbd 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
  *
  */
 
-#include <iostream>
-#include <algorithm>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
-#include <dali/devel-api/actors/actor-devel.h>
 #include <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
 #include <dali/devel-api/animation/animation-devel.h>
+#include <dali/devel-api/animation/key-frames-devel.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <algorithm>
+#include <iostream>
 
 using std::max;
 using namespace Dali;
@@ -39,10 +40,9 @@ void utc_dali_animation_cleanuP(void)
 
 namespace
 {
-
 static const float ROTATION_EPSILON = 0.0001f;
-static const float VECTOR4_EPSILON = 0.0001f;
-static const float VECTOR3_EPSILON = 0.0001f;
+static const float VECTOR4_EPSILON  = 0.0001f;
+static const float VECTOR3_EPSILON  = 0.0001f;
 
 // Functor to test whether a Finish signal is emitted
 struct AnimationFinishCheck
@@ -64,7 +64,7 @@ struct AnimationFinishCheck
 
   void CheckSignalReceived()
   {
-    if (!mSignalReceived)
+    if(!mSignalReceived)
     {
       tet_printf("Expected Finish signal was not received\n");
       tet_result(TET_FAIL);
@@ -77,7 +77,7 @@ struct AnimationFinishCheck
 
   void CheckSignalNotReceived()
   {
-    if (mSignalReceived)
+    if(mSignalReceived)
     {
       tet_printf("Unexpected Finish signal was received\n");
       tet_result(TET_FAIL);
@@ -96,7 +96,7 @@ struct AnimationProgressCheck
 {
   AnimationProgressCheck(bool& signalReceived, std::string name = " ")
   : mSignalReceived(signalReceived),
-    mName( name )
+    mName(name)
   {
   }
 
@@ -112,9 +112,9 @@ struct AnimationProgressCheck
 
   void CheckSignalReceived()
   {
-    if (!mSignalReceived)
+    if(!mSignalReceived)
     {
-      tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str() );
+      tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str());
       tet_result(TET_FAIL);
     }
     else
@@ -125,7 +125,7 @@ struct AnimationProgressCheck
 
   void CheckSignalNotReceived()
   {
-    if (mSignalReceived)
+    if(mSignalReceived)
     {
       tet_printf("Unexpected Progress reached signal was received %s \n", mName.c_str());
       tet_result(TET_FAIL);
@@ -136,11 +136,11 @@ struct AnimationProgressCheck
     }
   }
 
-  bool& mSignalReceived; // owned by individual tests
+  bool&       mSignalReceived; // owned by individual tests
   std::string mName;
 };
 
-} // anon namespace
+} // namespace
 
 int UtcDaliAnimationConstructorP(void)
 {
@@ -148,7 +148,7 @@ int UtcDaliAnimationConstructorP(void)
 
   Animation animation;
 
-  DALI_TEST_CHECK( !animation );
+  DALI_TEST_CHECK(!animation);
   END_TEST;
 }
 
@@ -156,7 +156,7 @@ int UtcDaliAnimationNewP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
 
   DALI_TEST_CHECK(animation);
   END_TEST;
@@ -166,7 +166,7 @@ int UtcDaliAnimationNewN(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( -1.0f );
+  Animation animation = Animation::New(-1.0f);
 
   DALI_TEST_CHECK(animation);
   DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
@@ -179,7 +179,7 @@ int UtcDaliAnimationDownCastP(void)
 
   tet_infoline("Testing Dali::Animation::DownCast()");
 
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   BaseHandle object(animation);
@@ -187,7 +187,7 @@ int UtcDaliAnimationDownCastP(void)
   Animation animation2 = Animation::DownCast(object);
   DALI_TEST_CHECK(animation2);
 
-  Animation animation3 = DownCast< Animation >(object);
+  Animation animation3 = DownCast<Animation>(object);
   DALI_TEST_CHECK(animation3);
   END_TEST;
 }
@@ -198,11 +198,11 @@ int UtcDaliAnimationDownCastN(void)
 
   BaseHandle unInitializedObject;
 
-  Animation animation1 = Animation::DownCast( unInitializedObject );
-  DALI_TEST_CHECK( !animation1 );
+  Animation animation1 = Animation::DownCast(unInitializedObject);
+  DALI_TEST_CHECK(!animation1);
 
-  Animation animation2 = DownCast< Animation >( unInitializedObject );
-  DALI_TEST_CHECK( !animation2 );
+  Animation animation2 = DownCast<Animation>(unInitializedObject);
+  DALI_TEST_CHECK(!animation2);
   END_TEST;
 }
 
@@ -211,12 +211,12 @@ int UtcDaliAnimationCopyConstructorP(void)
   TestApplication application;
 
   // Initialize an object, ref count == 1
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
 
-  Animation copy( animation );
-  DALI_TEST_CHECK( copy );
+  Animation copy(animation);
+  DALI_TEST_CHECK(copy);
 
-  DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
+  DALI_TEST_CHECK(copy.GetDuration() == animation.GetDuration());
   END_TEST;
 }
 
@@ -224,14 +224,14 @@ int UtcDaliAnimationAssignmentOperatorP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
 
   Animation copy = animation;
-  DALI_TEST_CHECK( copy );
+  DALI_TEST_CHECK(copy);
 
-  DALI_TEST_CHECK( animation == copy );
+  DALI_TEST_CHECK(animation == copy);
 
-  DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
+  DALI_TEST_CHECK(copy.GetDuration() == animation.GetDuration());
   END_TEST;
 }
 
@@ -241,33 +241,33 @@ int UtcDaliAnimationMoveConstructor(void)
 
   //Animation
 
-  Animation animation = Animation::New( 1.0f );
-  DALI_TEST_CHECK( animation );
-  DALI_TEST_EQUALS( 1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION );
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation);
+  DALI_TEST_EQUALS(1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION);
 
-  Animation movedAnimation = std::move( animation );
-  DALI_TEST_CHECK( movedAnimation );
-  DALI_TEST_EQUALS( 1, movedAnimation.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, movedAnimation.GetDuration(), 0.001f, TEST_LOCATION );
-  DALI_TEST_CHECK( !animation );
+  Animation movedAnimation = std::move(animation);
+  DALI_TEST_CHECK(movedAnimation);
+  DALI_TEST_EQUALS(1, movedAnimation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, movedAnimation.GetDuration(), 0.001f, TEST_LOCATION);
+  DALI_TEST_CHECK(!animation);
 
   // KeyFrames
 
   KeyFrames keyframes = KeyFrames::New();
-  DALI_TEST_CHECK( keyframes );
-  DALI_TEST_EQUALS( 1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::NONE, keyframes.GetType(), TEST_LOCATION );
+  DALI_TEST_CHECK(keyframes);
+  DALI_TEST_EQUALS(1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::NONE, keyframes.GetType(), TEST_LOCATION);
 
-  keyframes.Add( 0.0f, Vector3( 0.0f, 0.0f, 0.0f ) );
-  keyframes.Add( 1.0f, Vector3( 100.0f, 100.0f, 100.0f ) );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION );
+  keyframes.Add(0.0f, Vector3(0.0f, 0.0f, 0.0f));
+  keyframes.Add(1.0f, Vector3(100.0f, 100.0f, 100.0f));
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION);
 
-  KeyFrames movedKeyFrames = std::move( keyframes );
-  DALI_TEST_CHECK( movedKeyFrames );
-  DALI_TEST_EQUALS( 1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION );
-  DALI_TEST_CHECK( !keyframes );
+  KeyFrames movedKeyFrames = std::move(keyframes);
+  DALI_TEST_CHECK(movedKeyFrames);
+  DALI_TEST_EQUALS(1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION);
+  DALI_TEST_CHECK(!keyframes);
 
   END_TEST;
 }
@@ -278,35 +278,35 @@ int UtcDaliAnimationMoveAssignment(void)
 
   // Animation
 
-  Animation animation = Animation::New( 1.0f );
-  DALI_TEST_CHECK( animation );
-  DALI_TEST_EQUALS( 1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION );
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation);
+  DALI_TEST_EQUALS(1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION);
 
   Animation move;
-  move = std::move( animation );
-  DALI_TEST_CHECK( move );
-  DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 1.0f, move.GetDuration(), 0.001f, TEST_LOCATION );
-  DALI_TEST_CHECK( !animation );
+  move = std::move(animation);
+  DALI_TEST_CHECK(move);
+  DALI_TEST_EQUALS(1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(1.0f, move.GetDuration(), 0.001f, TEST_LOCATION);
+  DALI_TEST_CHECK(!animation);
 
   // KeyFrames
 
   KeyFrames keyframes = KeyFrames::New();
-  DALI_TEST_CHECK( keyframes );
-  DALI_TEST_EQUALS( 1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::NONE, keyframes.GetType(), TEST_LOCATION );
+  DALI_TEST_CHECK(keyframes);
+  DALI_TEST_EQUALS(1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::NONE, keyframes.GetType(), TEST_LOCATION);
 
-  keyframes.Add( 0.0f, Vector3( 0.0f, 0.0f, 0.0f ) );
-  keyframes.Add( 1.0f, Vector3( 100.0f, 100.0f, 100.0f ) );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION );
+  keyframes.Add(0.0f, Vector3(0.0f, 0.0f, 0.0f));
+  keyframes.Add(1.0f, Vector3(100.0f, 100.0f, 100.0f));
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION);
 
   KeyFrames movedKeyFrames;
-  movedKeyFrames = std::move( keyframes );
-  DALI_TEST_CHECK( movedKeyFrames );
-  DALI_TEST_EQUALS( 1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION );
-  DALI_TEST_CHECK( !keyframes );
+  movedKeyFrames = std::move(keyframes);
+  DALI_TEST_CHECK(movedKeyFrames);
+  DALI_TEST_EQUALS(1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION);
+  DALI_TEST_CHECK(!keyframes);
 
   END_TEST;
 }
@@ -319,7 +319,7 @@ int UtcDaliAnimationSetDurationP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   DALI_TEST_EQUALS(animation.GetDuration(), durationSeconds, TEST_LOCATION);
 
@@ -328,51 +328,51 @@ int UtcDaliAnimationSetDurationP(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) - 1u/*just less than the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(2u/*just beyond the animation duration*/);
+  application.Render(2u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Restart the animation, with a different duration
   finishCheck.Reset();
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
   durationSeconds = 3.5f;
   animation.SetDuration(durationSeconds);
   DALI_TEST_EQUALS(animation.GetDuration(), durationSeconds, TEST_LOCATION);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) - 1u/*just less than the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(2u/*just beyond the animation duration*/);
+  application.Render(2u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -380,11 +380,11 @@ int UtcDaliAnimationSetDurationN(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New( 1.0f );
-  DALI_TEST_EQUALS( animation.GetDuration(), 1.0f, TEST_LOCATION );
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_EQUALS(animation.GetDuration(), 1.0f, TEST_LOCATION);
 
-  animation.SetDuration( -1.0f );
-  DALI_TEST_EQUALS( animation.GetDuration(), 0.0f, TEST_LOCATION );
+  animation.SetDuration(-1.0f);
+  DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
   END_TEST;
 }
 
@@ -408,9 +408,9 @@ int UtcDaliAnimationSetLoopingP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
@@ -418,7 +418,7 @@ int UtcDaliAnimationSetLoopingP(void)
   DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -426,15 +426,15 @@ int UtcDaliAnimationSetLoopingP(void)
 
   // Loop 5 times
   float intervalSeconds = 0.25f;
-  float progress = 0.0f;
-  for (int iterations = 0; iterations < 5;)
+  float progress        = 0.0f;
+  for(int iterations = 0; iterations < 5;)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     progress += intervalSeconds;
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001f, TEST_LOCATION);
 
-    if (progress >= 1.0f)
+    if(progress >= 1.0f)
     {
       progress = progress - 1.0f;
       ++iterations;
@@ -449,18 +449,18 @@ int UtcDaliAnimationSetLoopingP(void)
   DALI_TEST_CHECK(!animation.IsLooping());
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 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( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -472,9 +472,9 @@ int UtcDaliAnimationSetLoopCountP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
@@ -482,7 +482,7 @@ int UtcDaliAnimationSetLoopCountP(void)
   DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -498,8 +498,8 @@ int UtcDaliAnimationSetLoopCountP(void)
   // Loop
   float intervalSeconds = 3.0f;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.Render(0);
   application.SendNotification();
@@ -511,22 +511,22 @@ int UtcDaliAnimationSetLoopCountP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   finishCheck.Reset();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
@@ -545,29 +545,29 @@ int UtcDaliAnimationSetLoopCountP2(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animation.SetEndAction(Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
 
   // Start the animation
   animation.SetLoopCount(3);
   DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   float intervalSeconds = 3.0f;
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
 
   application.SendNotification();
@@ -579,17 +579,17 @@ int UtcDaliAnimationSetLoopCountP2(void)
   animation.SetLooping(true);
   DALI_TEST_CHECK(animation.IsLooping());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
@@ -602,13 +602,13 @@ int UtcDaliAnimationSetLoopCountP2(void)
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
@@ -618,17 +618,17 @@ int UtcDaliAnimationSetLoopCountP2(void)
   animation.SetLooping(true);
   DALI_TEST_CHECK(animation.IsLooping());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
@@ -639,19 +639,18 @@ int UtcDaliAnimationSetLoopCountP2(void)
   DALI_TEST_CHECK(animation.IsLooping());
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived(); // we never hit play
 
   finishCheck.Reset();
 
-
   END_TEST;
 }
 
@@ -666,15 +665,15 @@ int UtcDaliAnimationSetLoopCountP3(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animation.SetEndAction(Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
 
   float intervalSeconds = 3.0f;
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -682,17 +681,17 @@ int UtcDaliAnimationSetLoopCountP3(void)
   animation.SetLooping(true);
   DALI_TEST_CHECK(animation.IsLooping());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
@@ -703,19 +702,18 @@ int UtcDaliAnimationSetLoopCountP3(void)
   DALI_TEST_CHECK(animation.IsLooping());
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived(); // we never hit play
 
   finishCheck.Reset();
 
-
   END_TEST;
 }
 
@@ -730,15 +728,15 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animation.SetEndAction(Animation::Bake);
+  animation.SetEndAction(Animation::BAKE);
 
   float intervalSeconds = 3.0f;
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -748,12 +746,12 @@ int UtcDaliAnimationSetLoopCountP4(void)
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
 
   finishCheck.Reset();
 
@@ -762,11 +760,11 @@ int UtcDaliAnimationSetLoopCountP4(void)
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   END_TEST;
 }
@@ -779,9 +777,9 @@ int UtcDaliAnimationGetLoopCountP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   DALI_TEST_CHECK(1 == animation.GetLoopCount());
@@ -799,13 +797,13 @@ int UtcDaliAnimationGetLoopCountP(void)
   // Loop
   float intervalSeconds = 3.0f;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.Render(0);
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
 
   animation.SetLoopCount(0);
@@ -819,7 +817,6 @@ int UtcDaliAnimationGetLoopCountP(void)
   END_TEST;
 }
 
-
 int UtcDaliAnimationGetCurrentLoopP(void)
 {
   TestApplication application;
@@ -828,9 +825,9 @@ int UtcDaliAnimationGetCurrentLoopP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  Vector3   targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
@@ -839,7 +836,7 @@ int UtcDaliAnimationGetCurrentLoopP(void)
   DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -848,14 +845,14 @@ int UtcDaliAnimationGetCurrentLoopP(void)
   // Loop
   float intervalSeconds = 3.0f;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
@@ -864,15 +861,15 @@ int UtcDaliAnimationGetCurrentLoopP(void)
 
   finishCheck.Reset();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
@@ -900,9 +897,9 @@ int UtcDaliAnimationSetEndActionN(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
 
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -910,32 +907,32 @@ int UtcDaliAnimationSetEndActionN(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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 * 1000.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Go back to the start
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+  animation.SetEndAction(Animation::BAKE_FINAL);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f) /*half of the animation duration*/);
 
   // Stop the animation early
   animation.Stop();
@@ -943,41 +940,41 @@ int UtcDaliAnimationSetEndActionN(void)
   // We did NOT expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition * 0.5f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), VECTOR4_EPSILON, TEST_LOCATION);
 
   // The position should be same with target position in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Go back to the start
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Test EndAction::Discard, animate again, but don't bake this time
   finishCheck.Reset();
-  animation.SetEndAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 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( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // The position should be discarded in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO /*discarded*/, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -986,21 +983,21 @@ int UtcDaliAnimationGetEndActionP(void)
   TestApplication application;
 
   Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
 
-  animation.SetEndAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+  animation.SetEndAction(Animation::DISCARD);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
 
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+  animation.SetEndAction(Animation::BAKE_FINAL);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
 
   END_TEST;
 }
 
 int UtcDaliAnimationSetDisconnectActionP(void)
 {
-  TestApplication application;
-  Integration::Scene stage( application.GetScene() );
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
 
   // Default: BakeFinal
   {
@@ -1008,9 +1005,9 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -1019,14 +1016,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     animation.Play();
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   }
 
   // Bake
@@ -1035,9 +1032,9 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Bake );
+    animation.SetDisconnectAction(Animation::BAKE);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -1046,14 +1043,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     animation.Play();
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition*0.5f, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition * 0.5f, TEST_LOCATION);
   }
 
   // Discard
@@ -1062,9 +1059,9 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Discard );
+    animation.SetDisconnectAction(Animation::DISCARD);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
@@ -1073,14 +1070,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     animation.Play();
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   }
 
   // Don't play the animation: disconnect action should not be applied
@@ -1089,21 +1086,21 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     stage.Add(actor);
 
     // Build the animation
-    float durationSeconds(1.0f);
+    float     durationSeconds(1.0f);
     Animation animation = Animation::New(durationSeconds);
 
     Vector3 targetPosition(10.0f, 10.0f, 10.0f);
     animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
     application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   }
 
   END_TEST;
@@ -1112,14 +1109,14 @@ int UtcDaliAnimationSetDisconnectActionP(void)
 int UtcDaliAnimationGetDisconnectActionP(void)
 {
   TestApplication application;
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+  Animation       animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL); // default!
 
-  animation.SetDisconnectAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+  animation.SetDisconnectAction(Animation::DISCARD);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::DISCARD);
 
-  animation.SetDisconnectAction(Animation::Bake);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
+  animation.SetDisconnectAction(Animation::BAKE);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE);
 
   END_TEST;
 }
@@ -1128,8 +1125,8 @@ int UtcDaliAnimationSetDefaultAlphaFunctionP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
+  Animation     animation = Animation::New(1.0f);
+  AlphaFunction func      = animation.GetDefaultAlphaFunction();
   DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
 
   animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
@@ -1142,8 +1139,8 @@ int UtcDaliAnimationGetDefaultAlphaFunctionP(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
+  Animation     animation = Animation::New(1.0f);
+  AlphaFunction func      = animation.GetDefaultAlphaFunction();
 
   // Test that the default is linear
   DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
@@ -1169,7 +1166,7 @@ int UtcDaliAnimationSetCurrentProgressP(void)
   float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -1178,43 +1175,43 @@ int UtcDaliAnimationSetCurrentProgressP(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
-  animation.SetCurrentProgress( 0.4f );
+  animation.SetCurrentProgress(0.4f);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
+  DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   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 );
+  animation.SetCurrentProgress(0.7f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 80% progress */);
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -1232,7 +1229,7 @@ int UtcDaliAnimationSetCurrentProgressN(void)
   float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -1241,13 +1238,13 @@ int UtcDaliAnimationSetCurrentProgressN(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   //Trying to set the current cursor outside the range [0..1] is ignored
-  animation.SetCurrentProgress( -1.0f);
+  animation.SetCurrentProgress(-1.0f);
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  animation.SetCurrentProgress( 100.0f);
+  animation.SetCurrentProgress(100.0f);
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
   END_TEST;
 }
 
@@ -1263,21 +1260,21 @@ int UtcDaliAnimationGetCurrentProgressP(void)
   animation.Play();
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  animation.SetCurrentProgress( 0.5f );
+  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 );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   //Set duration
   float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
   application.SendNotification();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
@@ -1286,31 +1283,31 @@ int UtcDaliAnimationGetCurrentProgressP(void)
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
-  animation.SetCurrentProgress( 0.4f );
+  animation.SetCurrentProgress(0.4f);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   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 );
+  animation.SetCurrentProgress(0.7f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 80% progress */);
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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();
@@ -1327,16 +1324,16 @@ int UtcDaliAnimationSetSpeedFactorP1(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   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, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   //Set speed to be x2
   animation.SetSpeedFactor(2.0f);
@@ -1344,37 +1341,37 @@ int UtcDaliAnimationSetSpeedFactorP1(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1u /*just beyond half the duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   END_TEST;
 }
@@ -1387,68 +1384,68 @@ int UtcDaliAnimationSetSpeedFactorP2(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   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, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n");
-  animation.SetSpeedFactor( -1.0f );
+  animation.SetSpeedFactor(-1.0f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), initialPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   END_TEST;
 }
@@ -1461,75 +1458,74 @@ int UtcDaliAnimationSetSpeedFactorP3(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   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, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   tet_printf("Test half speed factor. Animation will take twice the duration\n");
 
   //Set speed to be half of normal speed
-  animation.SetSpeedFactor( 0.5f );
+  animation.SetSpeedFactor(0.5f);
 
   // Start the animation
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.3f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 1200.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliAnimationSetSpeedFactorP4(void)
 {
   TestApplication application;
@@ -1538,18 +1534,18 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   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, AlphaFunction::LINEAR);
+  keyframes.Add(0.0f, initialPosition);
+  keyframes.Add(1.0f, targetPosition);
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -1557,64 +1553,64 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
 
   tet_printf("Set speed to be half of normal speed\n");
   tet_printf("SetSpeedFactor(0.5f)\n");
-  animation.SetSpeedFactor( 0.5f );
+  animation.SetSpeedFactor(0.5f);
 
   // Start the animation
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.3f), TEST_LOCATION);
 
   tet_printf("Reverse direction of animation whilst playing\n");
   tet_printf("SetSpeedFactor(-0.5f)\n");
   animation.SetSpeedFactor(-0.5f);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), 0.0001, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), initialPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -1638,150 +1634,202 @@ int UtcDaliAnimationSetSpeedFactorAndRange(void)
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    { 0.0f,                                                                  1.0f, // TimePeriod
-      0.0f,                                                                100.0f, // POS
-      {/**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,  /* Loop */
-       /**/                 30.0f, 40.0f, 50.0f, 60.0f, /* Reverse direction */
-       /**/                               50.0f,
-       /**/                        40.0f,
-       /**/                 30.0f,
-       /**/                                             70.0f,
-       /**/                                      60.0f,
-       /**/                               50.0f,
+    {0.0f, 1.0f, // TimePeriod
+     0.0f,
+     100.0f, // POS
+     {
+       /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+       /**/ 30.0f,
+       40.0f,
+       50.0f,
+       60.0f, /* Reverse direction */
+       /**/ 50.0f,
+       /**/ 40.0f,
+       /**/ 30.0f,
+       /**/ 70.0f,
+       /**/ 60.0f,
+       /**/ 50.0f,
        /**/
-      }
-    },
+     }},
 
     // ACTOR 1 - Across start of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {                0.2f,                0.5f,                               // TimePeriod
-                     20.0f,               50.0f,                // POS
-      {/**/                 30.0f, 40.0f, 50.0f, 50.0f, 50.0f,  /* Loop */
-       /**/                 30.0f, 40.0f, 50.0f, 50.0f, /* Reverse direction @ frame #9 */
-       /**/                               50.0f,
-       /**/                        40.0f,
-       /**/                 30.0f,
-       /**/                                             50.0f,
-       /**/                                      50.0f,
-       /**/                               50.0f
-      }
-    },
+    {0.2f, 0.5f, // TimePeriod
+     20.0f,
+     50.0f,                                   // POS
+     {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */
+      /**/ 30.0f,
+      40.0f,
+      50.0f,
+      50.0f, /* Reverse direction @ frame #9 */
+      /**/ 50.0f,
+      /**/ 40.0f,
+      /**/ 30.0f,
+      /**/ 50.0f,
+      /**/ 50.0f,
+      /**/ 50.0f}},
 
     // ACTOR 2 - Across end of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/                                  0.5f,                      0.9f,   // TimePeriod
-     /**/                                 50.0f,                      90.0f,  // POS
-     { /**/                 50.0f, 50.0f, 50.0f, 60.0f, 70.0f, /* Loop */
-       /**/                 50.0f, 50.0f, 50.0f, 60.0f,/* Reverse direction @ frame #9 */
-       /**/                               50.0f,
-       /**/                        50.0f,
-       /**/                 50.0f,                      70.0f,
-       /**/                                      60.0f,
-       /**/                               50.0f,
-      }
-    },
+    {/**/ 0.5f, 0.9f, // TimePeriod
+     /**/ 50.0f,
+     90.0f, // POS
+     {
+       /**/ 50.0f,
+       50.0f,
+       50.0f,
+       60.0f,
+       70.0f, /* Loop */
+       /**/ 50.0f,
+       50.0f,
+       50.0f,
+       60.0f, /* Reverse direction @ frame #9 */
+       /**/ 50.0f,
+       /**/ 50.0f,
+       /**/ 50.0f,
+       70.0f,
+       /**/ 60.0f,
+       /**/ 50.0f,
+     }},
 
     // ACTOR 3 - Before beginning of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/     0.1f,      0.25f, // TimePeriod
-     /**/     10.0f,     25.0f, // POS
-     { /**/
-       /**/ 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f
+    {/**/ 0.1f, 0.25f, // TimePeriod
+     /**/ 10.0f,
+     25.0f, // POS
+     {
        /**/
-      }
-    },
+       /**/ 25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f,
+       25.0f
+       /**/
+     }},
 
     // ACTOR 4 - After end of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/                                                           0.85f,   1.0f, // TimePeriod
-     /**/                                                           85.0f,  100.0f, // POS
-     { /**/
-       /**/ 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f
+    {/**/ 0.85f, 1.0f, // TimePeriod
+     /**/ 85.0f,
+     100.0f, // POS
+     {
        /**/
-     }
-    },
+       /**/ 85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f,
+       85.0f
+       /**/
+     }},
     // Actor 5 - Middle of range
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
     /*                                            | reverse                       */
-    {/**/                          0.4f,            0.65f, // Time Period
-     /**/                         40.0f,            65.0f, // Position
-     { /**/                40.0f, 40.0f, 50.0f, 60.0f, 65.0f,
-       /**/                40.0f, 40.0f, 50.0f, 60.0f, // Reverse
-       /**/                              50.0f,
-       /**/                       40.0f,
-       /**/                40.0f,
-       /**/                                            65.0f,
-       /**/                                      60.0f,
-       /**/                              50.0f,
-     }
-    }
-  };
-
-  const size_t NUM_ENTRIES(sizeof(testData)/sizeof(TestData));
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  bool signalReceived(false);
+    {/**/ 0.4f, 0.65f, // Time Period
+     /**/ 40.0f,
+     65.0f, // Position
+     {
+       /**/ 40.0f,
+       40.0f,
+       50.0f,
+       60.0f,
+       65.0f,
+       /**/ 40.0f,
+       40.0f,
+       50.0f,
+       60.0f, // Reverse
+       /**/ 50.0f,
+       /**/ 40.0f,
+       /**/ 40.0f,
+       /**/ 65.0f,
+       /**/ 60.0f,
+       /**/ 50.0f,
+     }}};
+
+  const size_t NUM_ENTRIES(sizeof(testData) / sizeof(TestData));
+
+  // Build the animation
+  float                durationSeconds(1.0f);
+  Animation            animation = Animation::New(durationSeconds);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   std::vector<Dali::Actor> actors;
 
-  for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex )
+  for(unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex)
   {
     Actor actor = Actor::New();
-    actor.SetProperty( Actor::Property::POSITION, Vector3( testData[actorIndex].startX, 0, 0 ) );
+    actor.SetProperty(Actor::Property::POSITION, Vector3(testData[actorIndex].startX, 0, 0));
     actors.push_back(actor);
     application.GetScene().Add(actor);
 
-    if( actorIndex == 0 || actorIndex == NUM_ENTRIES-1 )
+    if(actorIndex == 0 || actorIndex == NUM_ENTRIES - 1)
     {
       KeyFrames keyframes = KeyFrames::New();
-      keyframes.Add( testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
-      keyframes.Add( testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
-      animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+      keyframes.Add(testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
+      keyframes.Add(testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
     }
     else
     {
-      animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( testData[actorIndex].endX, 0, 0 ), TimePeriod( testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime) );
+      animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(testData[actorIndex].endX, 0, 0), TimePeriod(testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime));
     }
   }
 
   tet_printf("Test half speed factor. Animation will take twice the duration\n");
   tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
   tet_printf("SetSpeedFactor(0.5f)\n");
-  animation.SetSpeedFactor( 0.5f );
-  animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+  animation.SetSpeedFactor(0.5f);
+  animation.SetPlayRange(Vector2(0.3f, 0.8f));
   animation.SetLooping(true);
 
   // Start the animation
   animation.Play();
   application.SendNotification();
-  application.Render(0);   // Frame 0 tests initial values
+  application.Render(0); // Frame 0 tests initial values
 
-  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
   {
     unsigned int actorIndex = 0u;
-    for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
+    for(actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex)
     {
-      DALI_TEST_EQUALS( actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
-      if( ! Equals(actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame]) )
+      DALI_TEST_EQUALS(actors[actorIndex].GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION);
+      if(!Equals(actors[actorIndex].GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData[actorIndex].expected[frame]))
       {
-        tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
+        tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex);
       }
     }
 
-    if( frame == 8 )
+    if(frame == 8)
     {
       tet_printf("Reverse direction of animation whilst playing after frame 8\n");
       tet_printf("SetSpeedFactor(-0.5f)\n");
@@ -1817,55 +1865,63 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
     // ACTOR 0
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
-    { 0.0f,                                                                  1.0f, // TimePeriod
-      0.0f,                                                                100.0f, // POS
-      {/**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,  /* Loop */
-       /**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
-       /**/                 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
+    {0.0f, 1.0f, // TimePeriod
+     0.0f,
+     100.0f, // POS
+     {
+       /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+       /**/ 30.0f,
+       40.0f,
+       50.0f,
+       60.0f,
+       70.0f,
+       /**/ 30.0f,
+       40.0f,
+       50.0f,
+       60.0f,
+       70.0f,
        /**/
-      }
-    };
-
+     }};
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  bool signalReceived(false);
+  float                durationSeconds(1.0f);
+  Animation            animation = Animation::New(durationSeconds);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   std::vector<Dali::Actor> actors;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector3( testData.startX, 0, 0 ) );
+  actor.SetProperty(Actor::Property::POSITION, Vector3(testData.startX, 0, 0));
   actors.push_back(actor);
   application.GetScene().Add(actor);
 
   KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
-  keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
-  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(testData.startTime, Vector3(testData.startX, 0, 0));
+  keyframes.Add(testData.endTime, Vector3(testData.endX, 0, 0));
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   tet_printf("Test half speed factor. Animation will take twice the duration\n");
   tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
   tet_printf("SetSpeedFactor(0.5f)\n");
   tet_printf("SetLoopCount(3)\n");
-  animation.SetSpeedFactor( 0.5f );
-  animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+  animation.SetSpeedFactor(0.5f);
+  animation.SetPlayRange(Vector2(0.3f, 0.8f));
   animation.SetLoopCount(3);
 
   // Start the animation
   animation.Play();
   application.SendNotification();
-  application.Render(0);   // Frame 0 tests initial values
+  application.Render(0); // Frame 0 tests initial values
 
-  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
   {
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData.expected[frame], 0.001, TEST_LOCATION);
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
-    if( frame < NUM_FRAMES-1 )
+    if(frame < NUM_FRAMES - 1)
     {
       // We didn't expect the animation to finish yet
       application.SendNotification();
@@ -1876,7 +1932,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 80.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 80.0f, 0.001, TEST_LOCATION);
 
   END_TEST;
 }
@@ -1900,54 +1956,66 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
     // ACTOR 0
     /*0.0f,   0.1f   0.2f   0.3f   0.4f   0.5f   0.6f   0.7f   0.8f   0.9f   1.0f */
     /*                       |----------PlayRange---------------|                 */
-    { 0.0f,                                                                  1.0f, // TimePeriod
-      0.0f,                                                                100.0f, // POS
-      {/**/                 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
-       /**/                 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
-       /**/                 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
-      }
-    };
-
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  bool signalReceived(false);
+    {0.0f, 1.0f, // TimePeriod
+     0.0f,
+     100.0f, // POS
+     {
+       /**/ 80.0f,
+       70.0f,
+       60.0f,
+       50.0f,
+       40.0f,
+       /**/ 80.0f,
+       70.0f,
+       60.0f,
+       50.0f,
+       40.0f,
+       /**/ 80.0f,
+       70.0f,
+       60.0f,
+       50.0f,
+       40.0f,
+     }};
+
+  // Build the animation
+  float                durationSeconds(1.0f);
+  Animation            animation = Animation::New(durationSeconds);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   std::vector<Dali::Actor> actors;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector3( testData.startX, 0, 0 ) );
+  actor.SetProperty(Actor::Property::POSITION, Vector3(testData.startX, 0, 0));
   actors.push_back(actor);
   application.GetScene().Add(actor);
 
   KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
-  keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
-  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+  keyframes.Add(testData.startTime, Vector3(testData.startX, 0, 0));
+  keyframes.Add(testData.endTime, Vector3(testData.endX, 0, 0));
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   tet_printf("Test reverse half speed factor. Animation will take twice the duration\n");
   tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
   tet_printf("SetSpeedFactor(-0.5f)\n");
   tet_printf("SetLoopCount(3)\n");
-  animation.SetSpeedFactor( -0.5f );
-  animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+  animation.SetSpeedFactor(-0.5f);
+  animation.SetPlayRange(Vector2(0.3f, 0.8f));
   animation.SetLoopCount(3);
 
   // Start the animation
   animation.Play();
   application.SendNotification();
-  application.Render(0);   // Frame 0 tests initial values
+  application.Render(0); // Frame 0 tests initial values
 
-  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
   {
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData.expected[frame], 0.001, TEST_LOCATION);
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
-    if( frame < NUM_FRAMES-1 )
+    if(frame < NUM_FRAMES - 1)
     {
       // We didn't expect the animation to finish yet
       application.SendNotification();
@@ -1958,12 +2026,11 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 30.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 30.0f, 0.001, TEST_LOCATION);
 
   END_TEST;
 }
 
-
 int UtcDaliAnimationGetSpeedFactorP(void)
 {
   TestApplication application;
@@ -1982,50 +2049,50 @@ int UtcDaliAnimationSetPlayRangeP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds( 1.0f );
-  Animation animation = Animation::New( durationSeconds );
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
 
   // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2( 0.4f, 0.9f ) );
+  animation.SetPlayRange(Vector2(0.4f, 0.9f));
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.4f, 0.9f), animation.GetPlayRange(), TEST_LOCATION);
 
-  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
   animation.Play();
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.6f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.8f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.9f), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2041,17 +2108,17 @@ int UtcDaliAnimationSetPlayRangeN(void)
   application.SendNotification();
 
   //PlayRange out of bounds
-  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+  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) );
+  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 );
+  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) );
+  animation.SetPlayRange(Vector2(0.8f, 0.2f));
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.2f, 0.8f), animation.GetPlayRange(), TEST_LOCATION);
 
   END_TEST;
 }
@@ -2061,19 +2128,19 @@ int UtcDaliAnimationGetPlayRangeP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New( 1.0f );
+  Animation animation = Animation::New(1.0f);
   application.SendNotification();
 
   //If PlayRange not specified it should be 0.0-1.0 by default
-  DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.0f, 1.0f), animation.GetPlayRange(), TEST_LOCATION);
 
   // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
+  animation.SetPlayRange(Vector2(0.4f, 0.8f));
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
+  DALI_TEST_EQUALS(Vector2(0.4f, 0.8f), animation.GetPlayRange(), TEST_LOCATION);
 
   END_TEST;
 }
@@ -2086,326 +2153,413 @@ int UtcDaliAnimationPlayP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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) /* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), 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)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), 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)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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)/* 80% 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), 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/*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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayOffSceneP(void)
+{
+  // Test that an animation cannot be played, when the actor is off-stage.
+  // And the property value and the current property value should not be changed in the case.
+
+  TestApplication application;
+
+  Actor   actor = Actor::New();
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+  // Not added to the stage yet!
+
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // 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 * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
+  // Add to the stage
+  application.GetScene().Add(actor);
+
+  // Start the animation again
+  animation.Play();
+
+  application.SendNotification();
+  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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+  // Reset the position
+  actor[Actor::Property::POSITION] = basePosition;
+
+  application.SendNotification();
+  application.Render();
+
+  // Create an animator again
+  animation.Clear();
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Remove from the stage
+  application.GetScene().Remove(actor);
+
+  signalReceived = false;
+
+  // Start the animation again
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStageDiscardP(void)
+int UtcDaliAnimationPlayOffSceneDiscardP(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
+  // Test that an animation cannot 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();
+  Actor   actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
   // Not added to the stage yet!
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.SetDisconnectAction( Animation::Discard );
+  animation.SetDisconnectAction(Animation::DISCARD);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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) /* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*back to start position as disconnect behaviour is discard*/, TEST_LOCATION);
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(80,80,80), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(80, 80, 80), 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 * 200.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
-
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStageBakeFinalP(void)
+int UtcDaliAnimationPlayOffSceneBakeFinalP(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
+  // Test that an animation cannot 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();
+  Actor   actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
   // Not added to the stage!
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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) /* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition /*bake final*/, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final removed the */, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition /*bake final removed the */, 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 * 200.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStageBakeP(void)
+int UtcDaliAnimationPlayOffSceneBakeP(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
+  // Test that an animation cannot 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();
+  Actor   actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
   // Not added to the stage!
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.SetDisconnectAction( Animation::Bake );
+  animation.SetDisconnectAction(Animation::BAKE);
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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) /* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // An animation can't be played. The position shouldn't be changed.
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
 
   // Add to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor); // baked here
 
   application.SendNotification();
   // this render is a no-op in this case as animator is disabled while off stage
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*baked value*/, TEST_LOCATION);
 
   // Add back to the stage
   application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
 
   // Remove from the stage
   application.GetScene().Remove(actor); // baked here
 
   application.SendNotification();
   // this render is a no-op in this case as animator is disabled while off stage
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
-  application.Render(static_cast<unsigned int>(0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 100% progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+  application.Render(static_cast<unsigned int>(0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
 
   // Add back to the stage
   application.GetScene().Add(actor);
@@ -2413,22 +2567,22 @@ int UtcDaliAnimationPlayOffStageBakeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) , TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88), 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 * 200.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2440,12 +2594,12 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
@@ -2455,53 +2609,53 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // This is a test of the "Fire and Forget" behaviour
   // Discard the animation handle!
   animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  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) /* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), 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 * 200.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2513,64 +2667,64 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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) /* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), 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 );
+  DALI_TEST_CHECK(!animation);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
 
   // We expect the animation to finish at 20% progress
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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) /* 60% progress */);
 
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
 
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 100% progress */);
 
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2582,97 +2736,95 @@ int UtcDaliAnimationPlayRangeP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  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 ) );
+  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 );
+  animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
 
   // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2(0.4f,0.8f) );
+  animation.SetPlayRange(Vector2(0.4f, 0.8f));
   animation.Play();
 
-  bool signalReceived(false);
+  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 );
+  animation.SetCurrentProgress(0.9f);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
-  animation.SetCurrentProgress( 0.2f );
+  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 );
+  DALI_TEST_EQUALS(animation.GetCurrentProgress(), 0.4f, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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 */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition * 0.8f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
-
+  DALI_TEST_EQUALS(targetPosition * 0.8f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
   //Loop inside the range
   finishCheck.Reset();
-  animation.SetLooping( true );
+  animation.SetLooping(true);
   animation.Play();
   application.SendNotification();
   float intervalSeconds = 0.1f;
-  float progress = 0.4f;
-  for (int iterations = 0; iterations < 10; ++iterations )
+  float progress        = 0.4f;
+  for(int iterations = 0; iterations < 10; ++iterations)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     progress += intervalSeconds;
-    if (progress > 0.8f)
+    if(progress > 0.8f)
     {
       progress = progress - 0.4f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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 ) );
+  animation.SetPlayRange(Vector2(0.2f, 0.9f));
   application.SendNotification();
 
-  for (int iterations = 0; iterations < 10; ++iterations )
+  for(int iterations = 0; iterations < 10; ++iterations)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
     progress += intervalSeconds;
-    if (progress > 0.9f)
+    if(progress > 0.9f)
     {
       progress = progress - 0.7f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001f, TEST_LOCATION);
   }
 
   END_TEST;
@@ -2685,52 +2837,52 @@ int UtcDaliAnimationPlayFromP(void)
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation from 40% progress
-  animation.PlayFrom( 0.4f );
+  animation.PlayFrom(0.4f);
 
   // Target value should be updated straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (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)/* 80% 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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2742,19 +2894,19 @@ int UtcDaliAnimationPlayFromN(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   //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 );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
 
   animation.PlayFrom(100.0f);
   application.SendNotification();
-  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
   END_TEST;
 }
 
@@ -2766,9 +2918,9 @@ int UtcDaliAnimationPauseP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
@@ -2776,59 +2928,58 @@ int UtcDaliAnimationPauseP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Pause the animation
   animation.Pause();
   application.SendNotification();
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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*/);
+  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*/);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   END_TEST;
 }
 
-
 int UtcDaliAnimationGetStateP(void)
 {
   TestApplication application;
@@ -2837,87 +2988,86 @@ int UtcDaliAnimationGetStateP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Pause the animation
   animation.Pause();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PAUSED, TEST_LOCATION);
   application.SendNotification();
   application.Render(0.f);
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
-    DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress when paused */, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetState(), Animation::PAUSED, TEST_LOCATION);
   }
 
   // Keep going
   finishCheck.Reset();
   animation.Play();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  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();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, 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 * 10.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+  DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
 
   // re-play
   finishCheck.Reset();
   animation.Play();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 490.0f) /*slightly less than the animation duration*/);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
 
   END_TEST;
 }
@@ -2930,9 +3080,9 @@ int UtcDaliAnimationStopP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
@@ -2940,31 +3090,31 @@ int UtcDaliAnimationStopP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Stop the animation
   animation.Stop();
   application.SendNotification();
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
 
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress when stopped */, TEST_LOCATION);
   }
   END_TEST;
 }
@@ -2980,9 +3130,9 @@ int UtcDaliAnimationStopSetPositionP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   Vector3 fiftyPercentProgress(targetPosition * 0.5f);
@@ -2990,38 +3140,38 @@ int UtcDaliAnimationStopSetPositionP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
   // Stop the animation
   animation.Stop();
   Vector3 positionSet(2.0f, 3.0f, 4.0f);
-  actor.SetProperty( Actor::Property::POSITION, positionSet );
+  actor.SetProperty(Actor::Property::POSITION, positionSet);
   application.SendNotification();
 
   // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for(int i = 0; i < 5; ++i)
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
 
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), positionSet /*Animation should not interfere with this*/, TEST_LOCATION);
   }
   END_TEST;
 }
 
-int UtcDaliAnimationClearP(void)
+int UtcDaliAnimationStopEmitFinishedSignalImmediateP(void)
 {
   TestApplication application;
 
@@ -3029,1025 +3179,915 @@ int UtcDaliAnimationClearP(void)
   application.GetScene().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  // Play
+  {
+    tet_printf("Play and Stop immediately\n");
+    // Start the animation, and stop immediately.
+    animation.Play();
+    animation.Stop();
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
+    finishCheck.CheckSignalNotReceived();
 
-  // Clear the animation
-  animation.Clear();
-  application.SendNotification();
+    application.SendNotification();
+    application.Render(0);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+    // expect finished signal recieved due to Stop API.
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
 
-  // We don't expect the animation to finish now
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+    application.SendNotification();
+    application.Render(0);
+  }
+  // Play multiple times
+  {
+    tet_printf("Play and Stop immediately 2\n");
+    // Start the animation, and stop immediately.
+    animation.Play();
+    animation.Stop();
+    animation.Play();
+    animation.Stop();
+    animation.Play();
+    animation.Play();
+    animation.Stop();
 
-  // Restart as a scale animation; this should not move the actor's position
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::POSITION, Vector3::ZERO );
-  Vector3 targetScale(3.0f, 3.0f, 3.0f);
-  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR );
-  animation.Play();
+    finishCheck.CheckSignalNotReceived();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+    application.SendNotification();
+    application.Render(0);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+    // expect finished signal recieved due to Stop API.
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+    application.SendNotification();
+    application.Render(0);
+  }
+  // PlayAfter
+  {
+    tet_printf("PlayAfter and Stop immediately\n");
+    // Start the animation, and stop immediately.
+    animation.PlayAfter(1.0f);
+    animation.Stop();
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
-  END_TEST;
-}
+    finishCheck.CheckSignalNotReceived();
 
-int UtcDaliAnimationFinishedSignalP(void)
-{
-  TestApplication application;
+    application.SendNotification();
+    application.Render(0);
 
-  // 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 UtcDaliAnimationAnimateByBooleanP(void)
-{
-  TestApplication application;
+    // expect finished signal recieved due to Stop API.
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
 
-  Actor actor = Actor::New();
+    application.SendNotification();
+    application.Render(0);
+  }
+  // PlayFrom
+  {
+    tet_printf("PlayFrom and Stop immediately\n");
+    // Start the animation, and stop immediately.
+    animation.PlayFrom(0.5f);
+    animation.Stop();
 
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+    finishCheck.CheckSignalNotReceived();
 
-  // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
-  const bool relativeValue(true);
-  const bool finalValue( false || relativeValue );
-  animation.AnimateBy(Property(actor, index), relativeValue);
+    application.SendNotification();
+    application.Render(0);
 
-  // Start the animation
-  animation.Play();
+    // expect finished signal recieved due to Stop API.
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( index ), finalValue, TEST_LOCATION );
+    application.SendNotification();
+    application.Render(0);
+  }
+  // Play and Pause
+  {
+    tet_printf("Play and Pause and Stop immediately\n");
+    // Pause the animation, and stop immediately.
+    animation.Play();
+    animation.Pause();
+    animation.Stop();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+    finishCheck.CheckSignalNotReceived();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+    application.SendNotification();
+    application.Render(0);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+    // expect finished signal recieved due to Stop API.
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+    application.SendNotification();
+    application.Render(0);
+  }
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  // Check finished signal not emmited if animation was not play state.
+  {
+    tet_printf("Check whether stop-only case didnt send finished signal\n");
+    // Stop only.
+    animation.Stop();
+    animation.Stop();
+    animation.Stop();
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+    finishCheck.CheckSignalNotReceived();
 
-  // Repeat with relative value "false" - this should be an NOOP
-  animation = Animation::New(durationSeconds);
-  bool noOpValue(false);
-  animation.AnimateBy(Property(actor, index), noOpValue);
+    application.SendNotification();
+    application.Render(0);
 
-  // Start the animation
-  animation.Play();
+    // expect finished signal not recieved.
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    finishCheck.Reset();
 
-  finishCheck.Reset();
-  animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
+    application.Render(0);
+  }
+  {
+    tet_printf("Check whether pause-stop case didnt send finished signal\n");
+    // Pause and Stop.
+    animation.Pause();
+    animation.Stop();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+    finishCheck.CheckSignalNotReceived();
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+    application.SendNotification();
+    application.Render(0);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+    // expect finished signal not recieved.
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    finishCheck.Reset();
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+    application.SendNotification();
+    application.Render(0);
+  }
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
+int UtcDaliAnimationClearP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN);
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
 
-  // We did expect the animation to finish
+  // Clear the animation
+  animation.Clear();
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
-  // Repeat with relative value "false" - this should be an NOOP
-  animation = Animation::New(durationSeconds);
-  bool noOpValue(false);
-  animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunction::EASE_IN);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-  // Start the animation
-  animation.Play();
+  // We don't expect the animation to finish now
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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();
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
+  Vector3 targetScale(3.0f, 3.0f, 3.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR);
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*Check move-animator was destroyed*/, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*Check move-animator was destroyed*/, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
+int UtcDaliAnimationClearIgnoreFinishedSignal(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateBy( Property(actor, index),
-                       relativeValue,
-                       TimePeriod( animatorDurationSeconds ) );
+  Vector3   targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  // Check finished signal not emmited if animation was cleared.
+  {
+    tet_printf("Check whether stop and clear case didnt send finished signal\n");
+    // Play the animation, and stop after animation finished naturally, and clear.
+    animation.Play();
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+    application.SendNotification();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+    animation.Stop();
+    animation.Clear();
 
-  // We didn't expect the animation to finish yet...
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    finishCheck.Reset();
 
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+    // Finish animation naturally. (Note that dali don't call finished callback even if one render frame spend more than duration.)
+    application.Render(static_cast<uint32_t>(durationSeconds * 500.0f));
+    application.Render(static_cast<uint32_t>(durationSeconds * 500.0f) + 10u);
+    application.SendNotification();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+    // expect finished signal not recieved.
+    finishCheck.CheckSignalNotReceived();
+    finishCheck.Reset();
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+    application.SendNotification();
+    application.Render(0);
+  }
+  {
+    tet_printf("Check whether stop and clear and render-well case send finished signal\n");
+    // Play the animation, and stop after animation finished naturally, and clear, and play again.
+    animation.PlayAfter(durationSeconds);
+
+    application.SendNotification();
+
+    // delay 50%.
+    application.Render(static_cast<uint32_t>(durationSeconds * 500.0f));
+
+    animation.Stop();
+    animation.Clear();
+    animation.Play();
+
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    finishCheck.Reset();
+
+    // Finish animation naturally. (Note that dali don't call finished callback even if one render frame spend more than duration.)
+    application.Render(static_cast<uint32_t>(durationSeconds * 500.0f));
+    application.Render(static_cast<uint32_t>(durationSeconds * 500.0f) + 10u);
+    application.SendNotification();
+
+    // expect finished signal recieved due to Animation finished.
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
+
+    application.SendNotification();
+    application.Render(0);
+  }
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationEmptyAnimatorAndLoopCount(void)
 {
+  // Clear and play the empty animation, and get the state values.
   TestApplication application;
 
-  Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
-
-  // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool relativeValue(true);
-  bool finalValue( false || relativeValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateBy( Property(actor, index),
-                       relativeValue,
-                       AlphaFunction::EASE_IN_OUT,
-                       TimePeriod( animatorDurationSeconds ) );
-
-  // Start the animation
-  animation.Play();
+  animation.SetLoopCount(3);
 
-  bool signalReceived(false);
+  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 */);
+  try
+  {
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::STOPPED, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 0, TEST_LOCATION);
+    application.SendNotification();
+    application.Render();
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+    animation.Play();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 0, TEST_LOCATION);
+    application.SendNotification();
+    application.Render(1500 /* 150% of loop. */);
 
-  // We didn't expect the animation to finish yet...
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 1, TEST_LOCATION);
 
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+    application.SendNotification();
+    application.Render(1400 /* 290% of loop. */);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 2, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+    application.SendNotification();
+    application.Render(100 + 1100 /* 300% of loop. and extra 110%. */);
+    application.SendNotification(); // Notification trigger.
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  END_TEST;
-}
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::STOPPED, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 3, TEST_LOCATION);
 
-int UtcDaliAnimationAnimateByFloatP(void)
-{
-  TestApplication application;
+    tet_printf("Check wether empty animation also call finished signal.\n");
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
 
-  Actor actor = Actor::New();
+    animation.Play();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    application.SendNotification();
+    application.Render(0 /* 0% of loop. */);
 
-  // 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);
+    // LoopCount beome 0 again.
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 0, TEST_LOCATION);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+    application.Render(1500 /* 150% of loop. */);
 
-  // Start the animation
-  animation.Play();
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 1, TEST_LOCATION);
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+    animation.Pause();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
+    application.Render(2500 /* 150% of loop. (Since it is paused) */);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PAUSED, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 1, TEST_LOCATION);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+    animation.Play();
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+    application.SendNotification();
+    application.Render(1000 /* 250% of loop. */);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 2, TEST_LOCATION);
+
+    animation.Clear();
+
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::STOPPED, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(500 + 100 /* 300% of loop + 10% over the loop. */);
+    application.SendNotification(); // Notification trigger.
+
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 0, TEST_LOCATION);
+
+    tet_printf("Check animation completed signal not recieved even if animation finished normally at this loop.\n");
+    finishCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(1100);
+    application.Render(1100);
+    application.Render(1100 /* Over the loop count */);
+    application.SendNotification(); // Notification trigger.
+
+    tet_printf("Check animation completed signal not recieved even if animation finished normally.\n");
+    finishCheck.CheckSignalNotReceived();
+
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(1500 /* 150% of loop. */);
+
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 1, TEST_LOCATION);
+
+    animation.Stop();
+    animation.Clear();
+
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::STOPPED, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render();
+    application.SendNotification(); // Notification trigger.
+
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 0, TEST_LOCATION);
+
+    tet_printf("Check animation completed signal not recieved even if we call Stop forcibly.\n");
+    finishCheck.CheckSignalNotReceived();
+
+    animation.Clear();
+
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::STOPPED, TEST_LOCATION);
+
+    animation.Play();
+
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::PLAYING, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 0, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(1100);
+    application.Render(1100);
+    application.Render(1100 /* Over the loop count */);
+    application.SendNotification(); // Notification trigger.
+
+    DALI_TEST_EQUALS(animation.GetState(), Dali::Animation::STOPPED, TEST_LOCATION);
+    DALI_TEST_EQUALS(animation.GetCurrentLoop(), 3, TEST_LOCATION);
+
+    tet_printf("Check animation completed signal recieved. (Since clear didn't disconnect complete signal)\n");
+    finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(false); // Should not get here
+  }
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
+int UtcDaliAnimationFinishedSignalP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
+  // Start the empty animation
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
-
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
-
-  // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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.GetCurrentProperty< float >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
+int UtcDaliAnimationAnimateByBooleanP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // 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));
+  float      durationSeconds(2.0f);
+  Animation  animation = Animation::New(durationSeconds);
+  const bool relativeValue(true);
+  const bool finalValue(false || relativeValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(index), finalValue, TEST_LOCATION);
+
+  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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator 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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
-{
-  TestApplication application;
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
-  Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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,
-                      AlphaFunction::LINEAR,
-                      TimePeriod(delay, durationSeconds - delay));
+  // Repeat with relative value "false" - this should be an NOOP
+  animation = Animation::New(durationSeconds);
+  bool noOpValue(false);
+  animation.AnimateBy(Property(actor, index), noOpValue);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
+  finishCheck.Reset();
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator 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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   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.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerP(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(50);
-  int relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue);
-
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  bool      relativeValue(true);
+  bool      finalValue(false || relativeValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), targetValue, TEST_LOCATION );
-
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  int targetValue(90);
-  int relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  // Repeat with relative value "false" - this should be an NOOP
+  animation = Animation::New(durationSeconds);
+  bool noOpValue(false);
+  animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
+  finishCheck.Reset();
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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();
-
-  // The position should have moved more, than with a linear alpha function
-  int current( actor.GetCurrentProperty< int >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
+int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  bool      relativeValue(true);
+  bool      finalValue(false || relativeValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
-                      TimePeriod(delay, durationSeconds - delay));
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds * 50.0f) + 1u /*just beyond the animator duration*/);
 
-  // We didn't expect the animation to finish yet
+  // We didn't expect the animation to finish yet...
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  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_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  bool      relativeValue(true);
+  bool      finalValue(false || relativeValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
-                      AlphaFunction::LINEAR,
-                      TimePeriod(delay, durationSeconds - delay));
+                      AlphaFunction::EASE_IN_OUT,
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds * 50.0f) + 1u /*just beyond the animator duration*/);
 
-  // We didn't expect the animation to finish yet
+  // We didn't expect the animation to finish yet...
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  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_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByQuaternionP(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-
-  // Register a quaternion property
-  const Quaternion startValue( Degree( 90 ), Vector3::XAXIS );
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
-
-  // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
-  const Quaternion relativeValue( Degree( 90 ), Vector3::ZAXIS );
-  const Quaternion finalValue( startValue * relativeValue );
-  animation.AnimateBy(Property(actor, index), relativeValue);
-
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
-
-  // Start the animation
-  animation.Play();
-
-  // Target value should be retrievable straight away
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
-
-  application.SendNotification();
-  application.Render( 2000 ); // animation complete
-
-  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == finalValue );
-
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2P(void)
+int UtcDaliAnimationAnimateByFloatP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(60.0f, 60.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  float     targetValue(50.0f);
+  float     relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(20.0f, 20.0f);
-  Vector2 relativeValue(targetValue - startValue);
+  float     targetValue(90.0f);
+  float     relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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();
 
   // The position should have moved more, than with a linear alpha function
-  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+  float current(actor.GetCurrentProperty<float>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
+int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(30.0f, 30.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -4055,61 +4095,61 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(10.0f, 10.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -4118,175 +4158,173 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3P(void)
+int UtcDaliAnimationAnimateByIntegerP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(60.0f, 60.0f, 60.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  int       targetValue(50);
+  int       relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(100.0f, 100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(20.0f, 20.0f, 20.0f);
-  Vector3 relativeValue(targetValue - startValue);
+  int       targetValue(90);
+  int       relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( index ));
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
+  int current(actor.GetCurrentProperty<int>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
+int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(30.0f, 30.0f, 30.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -4294,61 +4332,61 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(5.0f, 5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(10.0f, 10.0f, 10.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -4357,176 +4395,212 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4P(void)
+int UtcDaliAnimationAnimateByQuaternionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a quaternion property
+  const Quaternion startValue(Degree(90), Vector3::XAXIS);
+  Property::Index  index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  float            durationSeconds(2.0f);
+  Animation        animation = Animation::New(durationSeconds);
+  const Quaternion relativeValue(Degree(90), Vector3::ZAXIS);
+  const Quaternion finalValue(startValue * relativeValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == startValue);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(2000); // animation complete
+
+  DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == finalValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == finalValue);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector2P(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a Vector2 property
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
+
+  // Build the animation
+  float     durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector2   targetValue(60.0f, 60.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
+
+  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.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a Vector2 property
+  Vector2         startValue(100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  Vector2   targetValue(20.0f, 20.0f);
+  Vector2   relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
-  DALI_TEST_CHECK( current.w < ninetyFivePercentProgress.w );
+  Vector2 current(actor.GetCurrentProperty<Vector2>(index));
+  DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
+int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a Vector2 property
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(30.0f, 30.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -4534,61 +4608,61 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a Vector2 property
+  Vector2         startValue(5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(10.0f, 10.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
                       AlphaFunction::LINEAR,
@@ -4597,2271 +4671,2259 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionP(void)
+int UtcDaliAnimationAnimateByVector3P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+
+  // Register a Vector3 property
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
+  Vector3   targetValue(60.0f, 60.0f, 60.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
+int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 300.0f, 400.0f);
-  Vector3 relativePosition(targetPosition - Vector3::ZERO);
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION_X ), relativePosition.x );
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y );
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z );
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-
-  // Start the animation
-  animation.Play();
-
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
-
-  application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+  // Register a Vector3 property
+  Vector3         startValue(100.0f, 100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
+  Vector3   targetValue(20.0f, 20.0f, 20.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+  Vector3 current(actor.GetCurrentProperty<Vector3>(index));
+  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*50.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+
+  // Register a Vector3 property
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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.AnimateBy(Property(actor, Actor::Property::POSITION),
-                      relativePosition,
+  Vector3   targetValue(30.0f, 30.0f, 30.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
-
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty<Vector3>(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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetProperty( Actor::Property::POSITION, startPosition );
+
+  // Register a Vector3 property
+  Vector3         startValue(5.0f, 5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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.AnimateBy(Property(actor, Actor::Property::POSITION),
-                      relativePosition,
+  Vector3   targetValue(10.0f, 10.0f, 10.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
                       AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
-
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty<Vector3>(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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationP1(void)
+int UtcDaliAnimationAnimateByVector4P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+
+  // Register a Vector4 property
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
+  Vector4   targetValue(60.0f, 60.0f, 60.0f, 60.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationP2(void)
+int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
 {
   TestApplication application;
 
-  tet_printf("Testing that rotation angle > 360 performs full rotations\n");
-
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
+
+  // Register a Vector4 property
+  Vector4         startValue(100.0f, 100.0f, 100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(710.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
+  Vector4   targetValue(20.0f, 20.0f, 20.0f, 20.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) );
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // The position should have moved more, than with a linear alpha function
+  Vector4 current(actor.GetCurrentProperty<Vector4>(index));
+  DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z < ninetyFivePercentProgress.z);
+  DALI_TEST_CHECK(current.w < ninetyFivePercentProgress.w);
 
   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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-
-int UtcDaliAnimationAnimateByActorOrientationP3(void)
+int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
 {
   TestApplication application;
 
-  tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n");
-
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
+
+  // Register a Vector4 property
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(730.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-
-  Radian actualRotationRadians( Degree(10.0f) );
-
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ) );
+  Vector4   targetValue(30.0f, 30.0f, 30.0f, 30.0f);
+  Vector4   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);
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  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();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-
-int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
+int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+
+  // Register a Vector4 property
+  Vector4         startValue(5.0f, 5.0f, 5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN );
+  Vector4   targetValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f*0.25f*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 * 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByActorPositionP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Actor   actor = Actor::New();
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
-                       AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) );
+  Vector3   targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3   relativePosition(targetPosition - startPosition);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
+
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, 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();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, 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();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorScaleP(void)
+int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) );
+  Vector3   targetPosition(200.0f, 300.0f, 400.0f);
+  Vector3   relativePosition(targetPosition - Vector3::ZERO);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION_X), relativePosition.x);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION_Y), relativePosition.y);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION_Z), relativePosition.z);
 
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION); // Not changed yet
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(1000); // 1 second progress
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  END_TEST;
+}
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
+{
+  TestApplication application;
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
+  Actor   actor = Actor::New();
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::EASE_IN );
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  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 scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
-  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 );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  // 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.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  // Start the animation
+  animation.Play();
 
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+
+  // The position should have moved more, than with a linear alpha function
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
+  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*500.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
+int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 3.0f, 4.0f);
-  Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE_X ), relativeScale.x );
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y );
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z );
+  Vector3   targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3   relativePosition(targetPosition - startPosition);
+  float     delay = 0.5f;
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
+                      relativePosition,
+                      TimePeriod(delay, durationSeconds - delay));
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
+  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 */);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Not changed yet
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorColorP(void)
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  Actor   actor = Actor::New();
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetProperty(Actor::Property::POSITION, startPosition);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f );
-  Vector4 relativeColor( targetColor - Color::WHITE );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor );
+  Vector3   targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3   relativePosition(targetPosition - startPosition);
+  float     delay = 0.5f;
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
+                      relativePosition,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+  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 */);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorColorComponentsP(void)
+int UtcDaliAnimationAnimateByActorOrientationP1(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f );
-  Vector4 relativeColor( targetColor - Color::WHITE );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_RED ), relativeColor.r );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_GREEN ), relativeColor.g );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b );
-  animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a );
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  Degree    relativeRotationDegrees(360.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS));
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByActorSizeP(void)
-{
-  TestApplication application;
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize( 100.0f, 200.0f, 300.0f );
-  Vector3 relativeSize( targetSize - Vector3::ZERO );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize );
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  // Start the animation
-  animation.Play();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
+int UtcDaliAnimationAnimateByActorOrientationP2(void)
 {
   TestApplication application;
 
+  tet_printf("Testing that rotation angle > 360 performs full rotations\n");
+
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::ZAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize( 100.0f, 200.0f, 300.0f );
-  Vector3 relativeSize( targetSize - Vector3::ZERO );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_WIDTH ), relativeSize.width );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height );
-  animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth );
+  Degree    relativeRotationDegrees(710.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), AngleAxis(relativeRotationRadians, Vector3::ZAXIS));
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByActorVisibilityP(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
-
-  actor.SetProperty( Actor::Property::VISIBLE, false );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  bool targetVisibility( true );
-  bool relativeVisibility( targetVisibility );
-  animation.AnimateBy( Property( actor, Actor::Property::VISIBLE ), relativeVisibility );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
 
-  // Start the animation
-  animation.Play();
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Not changed yet
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render( 1000 ); // 1 second progress
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanP(void)
+int UtcDaliAnimationAnimateByActorOrientationP3(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n");
 
-  // Register a boolean property
-  const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::ZAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  const bool targetValue( !startValue );
-  animation.AnimateTo(Property(actor, index), targetValue);
+  Degree    relativeRotationDegrees(730.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
+
+  Radian actualRotationRadians(Degree(10.0f));
+
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% 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.GetCurrentProperty< bool >( index ) == targetValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
-
-  // Repeat with target value "false"
-  animation = Animation::New(durationSeconds);
-  const bool finalValue( !targetValue );
-  animation.AnimateTo(Property(actor, index), finalValue);
-
-  // Start the animation
-  animation.Play();
-
-  finishCheck.Reset();
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  const bool targetValue( !startValue );
-  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
+  Degree    relativeRotationDegrees(360.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f * 0.25f * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% 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.GetCurrentProperty< bool >( index ) == targetValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
-
-  // Repeat with target value "false"
-  animation = Animation::New(durationSeconds);
-  const bool finalValue( !targetValue );
-  animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT);
-
-  // Start the animation
-  animation.Play();
-
-  finishCheck.Reset();
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f * 0.5f * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f * 0.75f * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, 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,
-                       TimePeriod( animatorDurationSeconds ) );
+  Degree    relativeRotationDegrees(360.0f);
+  Radian    relativeRotationRadians(relativeRotationDegrees);
+  float     delay = 0.3f;
+  animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< bool >( index ) == startValue );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, 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) /* 50% progress */);
 
-  // We didn't expect the animation to finish yet...
+  // 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, 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.GetCurrentProperty< bool >( index ) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByActorScaleP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, 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,
-                       AlphaFunction::LINEAR,
-                       TimePeriod( animatorDurationSeconds ) );
+  Vector3   targetScale(2.0f, 2.0f, 2.0f);
+  Vector3   relativeScale(targetScale - Vector3::ONE);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE), Vector3(relativeScale.x, relativeScale.y, relativeScale.z));
+
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale * 0.99f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+
+  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 */);
+  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_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), ninetyNinePercentProgress, 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 * 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.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE), relativeScale, AlphaFunction::EASE_IN);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
+
+  // 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.GetCurrentProperty< bool >( index ) == finalValue );
+  // The scale should have grown less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
+  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>(animatorDurationSeconds*1000.0f)/*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_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
+  application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE), relativeScale, AlphaFunction::LINEAR, TimePeriod(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.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+
+  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.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatP(void)
+int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
+  Vector3   targetScale(2.0f, 3.0f, 4.0f);
+  Vector3   relativeScale(targetScale - Vector3::ONE);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE_X), relativeScale.x);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE_Y), relativeScale.y);
+  animation.AnimateBy(Property(actor, Actor::Property::SCALE_Z), relativeScale.z);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetScale.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetScale.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetScale.z, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION); // Not changed yet
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  application.Render(1000); // 1 second progress
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
+int UtcDaliAnimationAnimateByActorColorP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
+  Vector4   targetColor(0.5f, 0.75f, 0.8f, 0.1f);
+  Vector4   relativeColor(targetColor - Color::WHITE);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR), relativeColor);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION); // Not changed yet
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  application.Render(1000); // 1 second progress
 
-  // The position should have moved more, than with a linear alpha function
-  float current( actor.GetCurrentProperty< float >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
+int UtcDaliAnimationAnimateByActorColorComponentsP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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));
+  Vector4   targetColor(0.5f, 0.75f, 0.8f, 0.1f);
+  Vector4   relativeColor(targetColor - Color::WHITE);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_RED), relativeColor.r);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_GREEN), relativeColor.g);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_BLUE), relativeColor.b);
+  animation.AnimateBy(Property(actor, Actor::Property::COLOR_ALPHA), relativeColor.a);
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // 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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION); // Not changed yet
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  application.Render(1000); // 1 second progress
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByActorSizeP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  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,
-                      AlphaFunction::LINEAR,
-                      TimePeriod(delay, durationSeconds - delay));
+  Vector3   targetSize(100.0f, 200.0f, 300.0f);
+  Vector3   relativeSize(targetSize - Vector3::ZERO);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE), relativeSize);
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // 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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION); // Not changed yet
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  application.Render(1000); // 1 second progress
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerP(void)
+int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(50);
-  int relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
+  Vector3   targetSize(100.0f, 200.0f, 300.0f);
+  Vector3   relativeSize(targetSize - Vector3::ZERO);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_WIDTH), relativeSize.width);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_HEIGHT), relativeSize.height);
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_DEPTH), relativeSize.depth);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION); // Not changed yet
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  application.Render(1000); // 1 second progress
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
+int UtcDaliAnimationAnimateByActorVisibilityP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+
+  actor.SetProperty(Actor::Property::VISIBLE, false);
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(90);
-  int relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
+  bool      targetVisibility(true);
+  bool      relativeVisibility(targetVisibility);
+  animation.AnimateBy(Property(actor, Actor::Property::VISIBLE), relativeVisibility);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
 
   // 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 */);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), targetVisibility, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION); // Not changed yet
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  application.Render(1000); // 1 second progress
 
-  // The position should have moved more, than with a linear alpha function
-  int current( actor.GetCurrentProperty< int >( index ) );
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
+int UtcDaliAnimationAnimateToBooleanP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  const bool      startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      TimePeriod(delay, durationSeconds - delay));
+  float      durationSeconds(2.0f);
+  Animation  animation = Animation::New(durationSeconds);
+  const bool targetValue(!startValue);
+  animation.AnimateTo(Property(actor, index), targetValue);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
+
+  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_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
+
+  // Repeat with target value "false"
+  animation = Animation::New(durationSeconds);
+  const bool finalValue(!targetValue);
+  animation.AnimateTo(Property(actor, index), finalValue);
+
+  // Start the animation
+  animation.Play();
+
+  finishCheck.Reset();
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator 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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  const bool      startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      AlphaFunction::LINEAR,
-                      TimePeriod(delay, durationSeconds - delay));
+  float      durationSeconds(2.0f);
+  Animation  animation = Animation::New(durationSeconds);
+  const bool targetValue(!startValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
+
+  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_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
+
+  // Repeat with target value "false"
+  animation = Animation::New(durationSeconds);
+  const bool finalValue(!targetValue);
+  animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT);
+
+  // Start the animation
+  animation.Play();
+
+  finishCheck.Reset();
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator 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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
 
   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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2P(void)
+int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(-50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(50.0f, 50.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue);
-
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  bool      finalValue(!startValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo(Property(actor, index),
+                      finalValue,
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds * 50.0f) + 1u /*just beyond the animator duration*/);
 
-  // We did expect the animation to finish
+  // We didn't expect the animation to finish yet...
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
-  END_TEST;
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK(actor.GetCurrentProperty<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.GetCurrentProperty<bool>(index) == finalValue);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+  END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a boolean property
+  bool            startValue(false);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(9000.0f, 9000.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
-
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  bool      finalValue(!startValue);
+  float     animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo(Property(actor, index),
+                      finalValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(animatorDurationSeconds));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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.GetCurrentProperty<bool>(index) == startValue);
 
-  // The position should have moved more, than with a linear alpha function
-  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
+  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.GetCurrentProperty<bool>(index) == finalValue);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
+  application.Render(0);
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
+int UtcDaliAnimationAnimateToFloatP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(-10.0f, 20.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      TimePeriod(delay, durationSeconds - delay));
+  float     targetValue(50.0f);
+  float     relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
+
+  float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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, AlphaFunction::EASE_OUT);
+
+  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*250.0f)/* 75% animation progress, 50% animator 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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  // The position should have moved more, than with a linear alpha function
+  float current(actor.GetCurrentProperty<float>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(30.0f, 30.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
-                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-  // We didn't expect the animation to finish yet, but cached value should be the final one
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty<Vector2>( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3P(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(-50.0f, -50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(50.0f, 50.0f, 50.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue);
-
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float     targetValue(30.0f);
+  float     relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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.GetCurrentProperty<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.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
+int UtcDaliAnimationAnimateToIntegerP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(1000.0f, 1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
+  int       targetValue(50);
+  int       relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
 
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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();
-
-  // The position should have moved more, than with a linear alpha function
-  Vector3 current( actor.GetCurrentProperty< Vector3 >( index ) );
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(-10.0f, 20.0f, 100.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      TimePeriod(delay, durationSeconds - delay));
+  int       targetValue(90);
+  int       relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
+
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( 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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  // The position should have moved more, than with a linear alpha function
+  int current(actor.GetCurrentProperty<int>(index));
+  DALI_TEST_CHECK(current > ninetyFivePercentProgress);
 
   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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(30.0f, 30.0f, 30.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, "testProperty"),
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
                       targetValue,
-                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3ComponentP(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register an integer property
+  int             startValue(10);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(30.0f, 30.0f, 10.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, "testProperty",  0),
-                      30.0f,
-                      AlphaFunction::LINEAR,
-                      TimePeriod(delay, durationSeconds - delay));
-  animation.AnimateTo(Property(actor, index, 1),
-                      30.0f,
+  int       targetValue(30);
+  int       relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
                       AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
+  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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4P(void)
+int UtcDaliAnimationAnimateToVector2P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a Vector2 property
+  Vector2         startValue(-50.0f, -50.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  Vector2   targetValue(50.0f, 50.0f);
+  Vector2   relativeValue(targetValue - startValue);
   animation.AnimateTo(Property(actor, index), targetValue);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a Vector2 property
+  Vector2         startValue(1000.0f, 1000.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
+  Vector2   targetValue(9000.0f, 9000.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
-  DALI_TEST_CHECK( current.w > ninetyFivePercentProgress.w );
+  Vector2 current(actor.GetCurrentProperty<Vector2>(index));
+  DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 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.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
+int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a Vector2 property
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(-10.0f, 20.0f, 100.0f, 100.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(-10.0f, 20.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       TimePeriod(delay, durationSeconds - delay));
@@ -6869,55 +6931,55 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  // Register a Vector2 property
+  Vector2         startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
+  Vector2   targetValue(30.0f, 30.0f);
+  Vector2   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
                       AlphaFunction::LINEAR,
@@ -6926,5444 +6988,5286 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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 */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-  // We didn't expect the animation to finish yet
+  // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  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.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginP(void)
+int UtcDaliAnimationAnimateToVector3P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector3 property
+  Vector3         startValue(-50.0f, -50.0f, -50.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+  Vector3   targetValue(50.0f, 50.0f, 50.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue);
 
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
-  }, "Property is not animatable" );
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
-  END_TEST;
-}
+  // Start the animation
+  animation.Play();
 
-int UtcDaliAnimationAnimateToActorParentOriginXN(void)
-{
-  TestApplication application;
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetX(1.0f);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION);
 
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
-  }, "Property is not animatable" );
+  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.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginYN(void)
+int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector3 property
+  Vector3         startValue(1000.0f, 1000.0f, 1000.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(1.0f);
+  Vector3   targetValue(9000.0f, 9000.0f, 9000.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
-  }, "Property is not animatable" );
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
-  END_TEST;
-}
+  // Start the animation
+  animation.Play();
 
-int UtcDaliAnimationAnimateToActorParentOriginZN(void)
-{
-  TestApplication application;
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetZ(1.0f);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
-  }, "Property is not animatable" );
+  // The position should have moved more, than with a linear alpha function
+  Vector3 current(actor.GetCurrentProperty<Vector3>(index));
+  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 * 50.0f) + 1u /*just beyond the animation duration*/);
 
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointN(void)
+int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector3 property
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
+  Vector3   targetValue(-10.0f, 20.0f, 100.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(delay, durationSeconds - delay));
 
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
-  }, "Property is not animatable" );
+  // Start the animation
+  animation.Play();
 
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::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);
-  Animation animation = Animation::New(durationSeconds);
-  float targetX(1.0f);
-
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
-  }, "Property is not animatable" );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  END_TEST;
-}
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
-{
-  TestApplication application;
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetY(0.0f);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
-  }, "Property is not animatable" );
+  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.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
+int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::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);
-  Animation animation = Animation::New(durationSeconds);
-  float targetZ(100.0f);
-
-  DALI_TEST_ASSERTION(
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
-  }, "Property is not animatable" );
-
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateToActorSizeP(void)
-{
-  TestApplication application;
 
-  Actor actor = Actor::New();
+  // Register a Vector3 property
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize );
-
-  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
-
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), 0.0f, TEST_LOCATION );
+  Vector3   targetValue(30.0f, 30.0f, 30.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, "testProperty"),
+                      targetValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
-
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% 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();
-
-  // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
-  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*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, 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% animation progress, 50% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeWidthP(void)
+int UtcDaliAnimationAnimateToVector3ComponentP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector3 property
+  Vector3         startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetWidth(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
-
-  float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
-
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), startValue, TEST_LOCATION );
+  Vector3   targetValue(30.0f, 30.0f, 10.0f);
+  Vector3   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, "testProperty", 0),
+                      30.0f,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo(Property(actor, index, 1),
+                      30.0f,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( targetWidth, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetWidth, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 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.GetCurrentProperty<Vector3>(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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, targetWidth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeHeightP(void)
+int UtcDaliAnimationAnimateToVector4P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector4 property
+  Vector4         startValue(-50.0f, -40.0f, -30.0f, -20.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetHeight(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
-
-  float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
+  Vector4   targetValue(50.0f, 50.0f, 50.0f, 50.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue);
 
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), startValue, TEST_LOCATION );
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, targetHeight, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetHeight, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 950.0f) /* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), ninetyFivePercentProgress, 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 * 50.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, targetHeight, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeDepthP(void)
+int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector4 property
+  Vector4         startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetDepth(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth );
-
-  float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
+  Vector4   targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), startValue, TEST_LOCATION );
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
 
   // Start the animation
   animation.Play();
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, 0.0f, targetDepth ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetDepth, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 950.0f) /* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, fiftyPercentProgress, TEST_LOCATION );
+
+  // The position should have moved more, than with a linear alpha function
+  Vector4 current(actor.GetCurrentProperty<Vector4>(index));
+  DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+  DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
+  DALI_TEST_CHECK(current.z > ninetyFivePercentProgress.z);
+  DALI_TEST_CHECK(current.w > ninetyFivePercentProgress.w);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, targetDepth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
+int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector4 property
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetSize(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize );
-
-  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
+  Vector4   targetValue(-10.0f, 20.0f, 100.0f, 100.0f);
+  Vector4   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);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::EASE_IN );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::EASE_IN );
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% 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();
-
-  // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-
-  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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SIZE,Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, VECTOR4_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% animation progress, 50% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), VECTOR4_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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, VECTOR4_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionP(void)
+int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector4 property
+  Vector4         startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
-
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
-
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), 0.0f, TEST_LOCATION );
+  Vector4   targetValue(30.0f, 30.0f, 30.0f, 30.0f);
+  Vector4   relativeValue(targetValue - startValue);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
-
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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 * 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.GetCurrentProperty<Vector4>(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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(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>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionXP(void)
+int UtcDaliAnimationAnimateToActorParentOriginP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 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 );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_LEFT, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(1.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX );
+  Vector3   targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
 
-  float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin);
+    },
+    "Property is not animatable");
 
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), startValue, TEST_LOCATION );
+  END_TEST;
+}
 
-  // Start the animation
-  animation.Play();
+int UtcDaliAnimationAnimateToActorParentOriginXN(void)
+{
+  TestApplication application;
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( targetX, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetX, TEST_LOCATION );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  float startValue(0.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).x, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION);
 
-  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, fiftyPercentProgress, TEST_LOCATION );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float     targetX(1.0f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX);
+    },
+    "Property is not animatable");
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, targetX, 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;
 }
 
-int UtcDaliAnimationAnimateToActorPositionYP(void)
+int UtcDaliAnimationAnimateToActorParentOriginYN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, 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 );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY );
-
-  float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+  float     targetY(1.0f);
 
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), startValue, TEST_LOCATION );
-
-  // Start the animation
-  animation.Play();
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY);
+    },
+    "Property is not animatable");
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, targetY, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetY, TEST_LOCATION );
+  END_TEST;
+}
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+int UtcDaliAnimationAnimateToActorParentOriginZN(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  float startValue(0.5f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).z, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, fiftyPercentProgress, TEST_LOCATION );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float     targetZ(1.0f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ);
+    },
+    "Property is not animatable");
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, targetY, 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;
 }
 
-int UtcDaliAnimationAnimateToActorPositionZP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::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 );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), AnchorPoint::CENTER, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(-5.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
-
-  float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+  Vector3   targetAnchorPoint(AnchorPoint::TOP_LEFT);
 
-  // Should return the initial properties before play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), startValue, TEST_LOCATION );
-
-  // Start the animation
-  animation.Play();
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
+    },
+    "Property is not animatable");
 
-  // Should return the target property after play
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, targetZ ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetZ, TEST_LOCATION );
+  END_TEST;
+}
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  float startValue(0.5f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).x, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, fiftyPercentProgress, TEST_LOCATION );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float     targetX(1.0f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_X), targetX);
+    },
+    "Property is not animatable");
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::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;
 }
 
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  float startValue(0.5f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
+  float     targetY(0.0f);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
-
-  // Start the animation
-  animation.Play();
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY);
+    },
+    "Property is not animatable");
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  END_TEST;
+}
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
+{
+  TestApplication application;
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  float startValue(0.5f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).z, startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION);
 
-  // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
-  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 );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float     targetZ(100.0f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_ASSERTION(
+    {
+      animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ);
+    },
+    "Property is not animatable");
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorSizeP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  float delay = 0.5f;
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION),
-                       targetPosition,
-                       TimePeriod( delay, durationSeconds - delay ) );
+  Vector3   targetSize(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
+
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), 0.0f, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
+
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), ninetyNinePercentProgress, 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 * 10.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
-{
-  TestApplication application;
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
-  // 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.AnimateTo( Property(actor, Actor::Property::POSITION),
-                       targetPosition,
-                       AlphaFunction::LINEAR,
-                       TimePeriod( delay, durationSeconds - delay ) );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  // Start the animation
-  animation.Play();
+  // The size should have travelled less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
+  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);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  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();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
-  // We didn't expect the animation to finish yet
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
+int UtcDaliAnimationAnimateToActorSizeWidthP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+  float     targetWidth(10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetWidth);
+
+  float fiftyPercentProgress(startValue + (targetWidth - startValue) * 0.5f);
+
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(targetWidth, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 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% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, fiftyPercentProgress, 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, targetWidth, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
+int UtcDaliAnimationAnimateToActorSizeHeightP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
+  float     targetHeight(-10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight);
+
+  float fiftyPercentProgress(startValue + (targetHeight - startValue) * 0.5f);
+
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(0.0f, targetHeight, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION);
+
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 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% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, fiftyPercentProgress, 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, targetHeight, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
+int UtcDaliAnimationAnimateToActorSizeDepthP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
+  float     targetDepth(-10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_DEPTH), targetDepth);
+
+  float fiftyPercentProgress(startValue + (targetDepth - startValue) * 0.5f);
+
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(0.0f, 0.0f, targetDepth), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION);
+
+  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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f*0.25f*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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f*0.5f*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% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, fiftyPercentProgress, 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, targetDepth, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+  Vector3   targetSize(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize);
+
+  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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 * 990.0f) /* 99% 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), ninetyNinePercentProgress, TEST_LOCATION);
 
   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();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
-  // 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetSize.x, AlphaFunction::EASE_IN);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetSize.y, AlphaFunction::EASE_IN);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
-  // We did expect the animation to finish
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  float delay(0.1f);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
-
-  // Start the animation
-  animation.Play();
+  finishCheck.CheckSignalNotReceived();
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // The size should have travelled less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
+  DALI_TEST_CHECK(current.x > 0.0f);
+  DALI_TEST_CHECK(current.y > 0.0f);
+  DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+  DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% 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();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).x, targetSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).y, targetSize.y, TEST_LOCATION);
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
 
-  // 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetSize.x, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetSize.y, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
   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();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).x, targetSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).y, targetSize.y, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScaleP(void)
+int UtcDaliAnimationAnimateToActorPositionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
+  Vector3   targetPosition(200.0f, 200.0f, 200.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), 0.0f, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   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 * 750.0f) /* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), seventyFivePercentProgress, 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 * 250.0f) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  END_TEST;
+}
 
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+int UtcDaliAnimationAnimateToActorPositionXP(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  float startValue(0.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 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);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float     targetX(1.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), targetX);
 
-  // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
-  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 );
+  float fiftyPercentProgress(startValue + (targetX - startValue) * 0.5f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  // Start the animation
+  animation.Play();
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::SCALE,Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(targetX, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION);
 
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, fiftyPercentProgress, 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) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, targetX, 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;
 }
 
-int UtcDaliAnimationAnimateToActorScaleXP(void)
+int UtcDaliAnimationAnimateToActorPositionYP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, 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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, 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);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
+  float     targetY(10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_Y), targetY);
 
-  float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+  float fiftyPercentProgress(startValue + (targetY - startValue) * 0.5f);
+
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( targetX, startValue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, targetY, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, fiftyPercentProgress, 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) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, targetY, 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;
 }
 
-int UtcDaliAnimationAnimateToActorScaleYP(void)
+int UtcDaliAnimationAnimateToActorPositionZP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, 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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(1000.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
+  float     targetZ(-5.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_Z), targetZ);
+
+  float fiftyPercentProgress(startValue + (targetZ - startValue) * 0.5f);
 
-  float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+  // Should return the initial properties before play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, targetY, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+  // Should return the target property after play
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, targetZ), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 500.0f) /* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).z, fiftyPercentProgress, 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) + 1u /*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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;
 }
 
-int UtcDaliAnimationAnimateToActorScaleZP(void)
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(-1000.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
+  Vector3   targetPosition(200.0f, 200.0f, 200.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
 
-  float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, startValue, targetZ ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 750.0f) /* 75% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
+
+  // The position should have moved less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
+  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*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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, targetZ, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorP(void)
+int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::RED);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
+  Vector3   targetPosition(200.0f, 200.0f, 200.0f);
+  float     delay = 0.5f;
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION),
+                      targetPosition,
+                      TimePeriod(delay, durationSeconds - delay));
 
-  Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
-  Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
+  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::OPACITY ), targetColor.a, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), tenPercentProgress, 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();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% 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();
-
-  // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
-  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
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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 * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  END_TEST;
+}
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
+{
+  TestApplication application;
 
-  // Repeat with a shorter animator duration
-  float animatorDuration = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, 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.AnimateTo(Property(actor, Actor::Property::POSITION),
+                      targetPosition,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
+
+  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*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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), twentyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorRedP(void)
+int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, 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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetRed(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
-
-  float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS));
 
   // Start the animation
   animation.Play();
 
   // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( targetRed, startValue, startValue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetRed, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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 * 250.0f) /* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, targetRed, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorGreenP(void)
+int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, 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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetGreen(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
-
-  float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
+  float      durationSeconds(1.0f);
+  Animation  animation = Animation::New(durationSeconds);
+  Degree     targetRotationDegrees(90.0f);
+  Radian     targetRotationRadians(targetRotationDegrees);
+  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), targetRotation);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, targetGreen, startValue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetGreen, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 250.0f) /* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorBlueP(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, 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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetBlue(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
-
-  float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, targetBlue, startValue ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 250.0f) /* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.25f * 0.25f * 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.5f * 0.5f * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.75f * 0.75f * 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorAlphaP(void)
+int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
   application.GetScene().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetAlpha(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
-
-  float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  float     delay(0.1f);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, startValue, targetAlpha ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::OPACITY ), targetAlpha, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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 * 250.0f) /* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 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) /* 50% progress */);
 
-  // We did expect the animation to finish
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
-  END_TEST;
-}
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-int UtcDaliAnimationKeyFrames01P(void)
-{
-  TestApplication application;
-
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
-
-  keyFrames.Add(0.0f, 0.1f);
-
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
-
-  KeyFrames keyFrames2( keyFrames);
-  DALI_TEST_CHECK( keyFrames2 );
-  DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
 
-  KeyFrames keyFrames3 = KeyFrames::New();
-  keyFrames3.Add(0.6f, true);
-  DALI_TEST_CHECK( keyFrames3 );
-  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
+  // 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  keyFrames3 = keyFrames;
-  DALI_TEST_CHECK( keyFrames3 );
-  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames02N(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  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);
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Degree    targetRotationDegrees(90.0f);
+  Radian    targetRotationRadians(targetRotationDegrees);
+  float     delay(0.1f);
+  animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+  // Start the animation
+  animation.Play();
 
-  DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(1.9f, false);
-  }, "mType == value.GetType()" );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  END_TEST;
-}
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
 
-int UtcDaliAnimationKeyFrames03N(void)
-{
-  TestApplication application;
+  // 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
 
-  keyFrames.Add(0.0f, true);
-  keyFrames.Add(0.2f, false);
-  keyFrames.Add(0.4f, false);
-  keyFrames.Add(0.6f, true);
-  keyFrames.Add(0.8f, true);
-  keyFrames.Add(1.0f, false);
+  // 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
 
-  DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }, "mType == value.GetType()" );
+  // 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * 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_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames04N(void)
+int UtcDaliAnimationAnimateToActorScaleP(void)
 {
   TestApplication application;
 
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
-  keyFrames.Add(0.0f, Vector2(0.0f, 0.0f));
-  keyFrames.Add(0.2f, Vector2(1.0f, 1.0f));
-  keyFrames.Add(0.4f, Vector2(2.0f, 2.0f));
-  keyFrames.Add(0.6f, Vector2(3.0f, 5.0f));
-  keyFrames.Add(0.8f, Vector2(4.0f, 3.0f));
-  keyFrames.Add(1.0f, Vector2(6.0f, 2.0f));
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3   targetScale(2.0f, 2.0f, 2.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale);
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE) * 0.99f);
 
-  DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }, "mType == value.GetType()" );
+  // Start the animation
+  animation.Play();
 
-  END_TEST;
-}
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetScale.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetScale.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetScale.z, TEST_LOCATION);
 
-int UtcDaliAnimationKeyFrames05N(void)
-{
-  TestApplication application;
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
-  keyFrames.Add(0.0f, Vector3(0.0f, 4.0f, 0.0f));
-  keyFrames.Add(0.2f, Vector3(1.0f, 3.0f, 1.0f));
-  keyFrames.Add(0.4f, Vector3(2.0f, 2.0f, 2.0f));
-  keyFrames.Add(0.6f, Vector3(3.0f, 2.0f, 5.0f));
-  keyFrames.Add(0.8f, Vector3(4.0f, 4.0f, 3.0f));
-  keyFrames.Add(1.0f, Vector3(6.0f, 8.0f, 2.0f));
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), ninetyNinePercentProgress, TEST_LOCATION);
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
 
-  DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, 1.0f);
-  }, "mType == value.GetType()" );
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
-  END_TEST;
-}
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
-int UtcDaliAnimationKeyFrames06N(void)
-{
-  TestApplication application;
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
 
-  keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f));
-  keyFrames.Add(0.2f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-  keyFrames.Add(0.4f, Vector4(2.0f, 2.0f, 2.0f, 2.0f));
-  keyFrames.Add(0.6f, Vector4(3.0f, 5.0f, 3.0f, 5.0f));
-  keyFrames.Add(0.8f, Vector4(4.0f, 3.0f, 4.0f, 3.0f));
-  keyFrames.Add(1.0f, Vector4(6.0f, 2.0f, 6.0f, 2.0f));
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
+  // The scale should have grown less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
+  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);
 
-  DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
-  }, "mType == value.GetType()" );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
 
-  END_TEST;
-}
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
 
-int UtcDaliAnimationKeyFrames07N(void)
-{
-  TestApplication application;
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation   = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
-  keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS));
-  keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS));
-  keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS));
-  keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f)));
-  keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS));
-  keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
 
-  DALI_TEST_ASSERTION(
-  {
-    keyFrames.Add(0.7f, 1.1f);
-  }, "mType == value.GetType()" );
+  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.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
+int UtcDaliAnimationAnimateToActorScaleXP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  float startValue(1.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, 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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  float     targetX(10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE_X), targetX);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  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::Property::COLOR_ALPHA), keyFrames );
+  float fiftyPercentProgress(startValue + (targetX - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, TEST_LOCATION );
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(targetX, startValue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION);
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.3f, 0.01f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.25f, 0.01f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.8f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, 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.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, targetX, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
+int UtcDaliAnimationAnimateToActorScaleYP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  float startValue(1.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, 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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  float     targetY(1000.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE_Y), targetY);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  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::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
+  float fiftyPercentProgress(startValue + (targetY - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(startValue, targetY, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION);
+
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.36f, 0.01f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.21f, 0.01f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.76f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, 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.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, targetY, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorP(void)
+int UtcDaliAnimationAnimateToActorScaleZP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  float startValue(1.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  float     targetZ(-1000.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::SCALE_Z), targetZ);
 
-  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 );
+  float fiftyPercentProgress(startValue + (targetZ - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(startValue, startValue, targetZ), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION);
+
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, 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.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, targetZ, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
+int UtcDaliAnimationAnimateToActorColorP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  Vector4   targetColor(Color::RED);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor);
 
-  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 );
+  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();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::OPACITY), targetColor.a, TEST_LOCATION);
+
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+
   application.SendNotification();
-  application.Render(0);
+  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.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), tenPercentProgress, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  // We did expect the animation to finish
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
 
-  // We did expect the animation to finish
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  finishCheck.CheckSignalReceived();
-  END_TEST;
-}
+  // The color should have changed less, than with a linear alpha function
+  Vector4 current(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
+  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
 
-int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
-{
-  TestApplication application;
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
 
-  Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
-  application.GetScene().Add(actor);
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
   application.SendNotification();
   application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), 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::Property::VISIBLE), keyFrames );
-
-  // Start the animation
+  // Repeat with a shorter animator duration
+  float animatorDuration = 0.5f;
+  animation              = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
+  animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
-  // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  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.GetCurrentProperty<Vector4>(Actor::Property::COLOR), twentyPercentProgress, TEST_LOCATION);
+
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  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();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
+  // We did expect the animation to finish
+  application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
+int UtcDaliAnimationAnimateToActorColorRedP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   application.GetScene().Add(actor);
-
-  application.SendNotification();
-  application.Render(0);
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  float startValue(1.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, 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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  float     targetRed(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetRed);
 
-  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 );
+  float fiftyPercentProgress(startValue + (targetRed - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(targetRed, startValue, startValue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION);
+
+  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();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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*/);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
+  // We did expect the animation to finish
+  application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, targetRed, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
+int UtcDaliAnimationAnimateToActorColorGreenP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   application.GetScene().Add(actor);
-
-  application.SendNotification();
-  application.Render(0);
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
+  float startValue(1.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, 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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  float     targetGreen(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_GREEN), targetGreen);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
-
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+  float fiftyPercentProgress(startValue + (targetGreen - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Degree( 60 ), Vector3::ZAXIS ), TEST_LOCATION );
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, targetGreen, startValue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION);
 
-  bool signalReceived(false);
+  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();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
-  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
-  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  // We did expect the animation to finish
+  application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, targetGreen, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
+int UtcDaliAnimationAnimateToActorColorBlueP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
-  application.SendNotification();
-  application.Render(0);
   application.GetScene().Add(actor);
-
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
+  float startValue(1.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, 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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  float     targetBlue(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_BLUE), targetBlue);
 
-  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::ORIENTATION), keyFrames );
+  float fiftyPercentProgress(startValue + (targetBlue - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, startValue, targetBlue, startValue), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION);
+
+  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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-  application.SendNotification();
-  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, 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.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, targetBlue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
+int UtcDaliAnimationAnimateToActorColorAlphaP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   application.GetScene().Add(actor);
-
-  application.SendNotification();
-  application.Render(0);
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
+  float startValue(1.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  float     targetAlpha(0.5f);
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha);
 
-  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::ORIENTATION), keyFrames, Animation::Cubic );
+  float fiftyPercentProgress(startValue + (targetAlpha - startValue) * 0.5f);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, startValue, startValue, targetAlpha), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::OPACITY), targetAlpha, TEST_LOCATION);
+
+  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();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
-  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, fiftyPercentProgress, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION);
 
-  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  // We did expect the animation to finish
+  application.SendNotification();
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, targetAlpha, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
+int UtcDaliAnimationKeyFrames01P(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
-  application.SendNotification();
-  application.Render(0);
-  application.GetScene().Add(actor);
-
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, 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));
-
-  //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
-
-  // 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();
-
-  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-  application.SendNotification();
-  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  keyFrames.Add(0.0f, 0.1f);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  application.SendNotification();
-  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  KeyFrames keyFrames2(keyFrames);
+  DALI_TEST_CHECK(keyFrames2);
+  DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
+  KeyFrames keyFrames3 = KeyFrames::New();
+  keyFrames3.Add(0.6f, true);
+  DALI_TEST_CHECK(keyFrames3);
+  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
-  // We did expect the animation to finish
+  keyFrames3 = keyFrames;
+  DALI_TEST_CHECK(keyFrames3);
+  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
 
-  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
+int UtcDaliAnimationKeyFrames02N(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
-  application.GetScene().Add(actor);
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  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);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+
+  DALI_TEST_ASSERTION(
+    {
+      keyFrames.Add(1.9f, false);
+    },
+    "mType == value.GetType()");
+
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames03N(void)
+{
+  TestApplication application;
 
   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));
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
+  keyFrames.Add(0.0f, true);
+  keyFrames.Add(0.2f, false);
+  keyFrames.Add(0.4f, false);
+  keyFrames.Add(0.6f, true);
+  keyFrames.Add(0.8f, true);
+  keyFrames.Add(1.0f, false);
 
-  // Start the animation
-  animation.Play();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_ASSERTION(
+    {
+      keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+    },
+    "mType == value.GetType()");
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  END_TEST;
+}
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+int UtcDaliAnimationKeyFrames04N(void)
+{
+  TestApplication application;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  keyFrames.Add(0.0f, Vector2(0.0f, 0.0f));
+  keyFrames.Add(0.2f, Vector2(1.0f, 1.0f));
+  keyFrames.Add(0.4f, Vector2(2.0f, 2.0f));
+  keyFrames.Add(0.6f, Vector2(3.0f, 5.0f));
+  keyFrames.Add(0.8f, Vector2(4.0f, 3.0f));
+  keyFrames.Add(1.0f, Vector2(6.0f, 2.0f));
 
-  // We did expect the animation to finish
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
+
+  DALI_TEST_ASSERTION(
+    {
+      keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+    },
+    "mType == value.GetType()");
 
-  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
+int UtcDaliAnimationKeyFrames05N(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
-  application.GetScene().Add(actor);
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+  keyFrames.Add(0.0f, Vector3(0.0f, 4.0f, 0.0f));
+  keyFrames.Add(0.2f, Vector3(1.0f, 3.0f, 1.0f));
+  keyFrames.Add(0.4f, Vector3(2.0f, 2.0f, 2.0f));
+  keyFrames.Add(0.6f, Vector3(3.0f, 2.0f, 5.0f));
+  keyFrames.Add(0.8f, Vector3(4.0f, 4.0f, 3.0f));
+  keyFrames.Add(1.0f, Vector3(6.0f, 8.0f, 2.0f));
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  DALI_TEST_ASSERTION(
+    {
+      keyFrames.Add(0.7f, 1.0f);
+    },
+    "mType == value.GetType()");
+
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames06N(void)
+{
+  TestApplication application;
 
   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));
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
+  keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f));
+  keyFrames.Add(0.2f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+  keyFrames.Add(0.4f, Vector4(2.0f, 2.0f, 2.0f, 2.0f));
+  keyFrames.Add(0.6f, Vector4(3.0f, 5.0f, 3.0f, 5.0f));
+  keyFrames.Add(0.8f, Vector4(4.0f, 3.0f, 4.0f, 3.0f));
+  keyFrames.Add(1.0f, Vector4(6.0f, 2.0f, 6.0f, 2.0f));
 
-  // Start the animation
-  animation.Play();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_ASSERTION(
+    {
+      keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+    },
+    "mType == value.GetType()");
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  END_TEST;
+}
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+int UtcDaliAnimationKeyFrames07N(void)
+{
+  TestApplication application;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+  keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS));
+  keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS));
+  keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f)));
+  keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS));
+  keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS));
 
-  // We did expect the animation to finish
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
+
+  DALI_TEST_ASSERTION(
+    {
+      keyFrames.Add(0.7f, 1.1f);
+    },
+    "mType == value.GetType()");
 
-  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
+int UtcDaliAnimationKeyFramesGetKeyFrameCountP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
-  application.GetScene().Add(actor);
+  KeyFrames keyFrames = KeyFrames::New();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 0, TEST_LOCATION);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  float delay = 0.5f;
-  Animation animation = Animation::New(durationSeconds);
+  keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.6f));
+  keyFrames.Add(0.6f, Vector4(0.0f, 0.0f, 0.0f, 0.3f));
+  keyFrames.Add(1.0f, Vector4(0.0f, 0.0f, 0.0f, 0.8f));
 
-  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));
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 3, TEST_LOCATION);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
+  END_TEST;
+}
 
-  // Start the animation
-  animation.Play();
+int UtcDaliAnimationKeyFramesGetKeyFrameP(void)
+{
+  TestApplication application;
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
+  float   inputTime  = 0.6f;
+  Vector4 inputValue = Vector4(0.0f, 0.0f, 0.0f, 0.3f);
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  float           outputTime;
+  Property::Value outputValue;
+  KeyFrames       keyFrames = KeyFrames::New();
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DevelKeyFrames::GetKeyFrame(keyFrames, 0, outputTime, outputValue);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::NONE, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.6f));
+  keyFrames.Add(inputTime, inputValue);
+  keyFrames.Add(1.0f, Vector4(0.0f, 0.0f, 0.0f, 0.8f));
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DevelKeyFrames::GetKeyFrame(keyFrames, 3, outputTime, outputValue);
 
-  // We did expect the animation to finish
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::NONE, TEST_LOCATION);
+
+  DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
+
+  DALI_TEST_EQUALS(outputTime, inputTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::VECTOR4, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<Vector4>(), inputValue, TEST_LOCATION);
 
-  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
+int UtcDaliAnimationKeyFramesSetKeyFrameP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
-  application.GetScene().Add(actor);
+  float   inputTime  = 0.6f;
+  Vector4 inputValue = Vector4(0.0f, 0.0f, 0.0f, 0.3f);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.6f));
+  keyFrames.Add(inputTime, inputValue);
+  keyFrames.Add(1.0f, Vector4(0.0f, 0.0f, 0.0f, 0.8f));
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  float delay = 0.5f;
-  Animation animation = Animation::New(durationSeconds);
+  float           outputTime;
+  Property::Value outputValue;
 
-  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));
+  DevelKeyFrames::GetKeyFrame(keyFrames, 3, outputTime, outputValue);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::NONE, TEST_LOCATION);
 
-  // Start the animation
-  animation.Play();
+  DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
+  DALI_TEST_EQUALS(outputTime, inputTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::VECTOR4, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<Vector4>(), inputValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  Vector4 newValue = Vector4(1.0f, 0.2f, 0.6f, 0.9f);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DevelKeyFrames::SetKeyFrameValue(keyFrames, 1, newValue);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(outputTime, inputTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::VECTOR4, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<Vector4>(), newValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  Vector3 newUnmatchedValue = Vector3(0.0f, 1.0f, 0.2f);
 
-  // We did expect the animation to finish
+  // Check nothing happened if we set unmatched value type.
+  DevelKeyFrames::SetKeyFrameValue(keyFrames, 1, newUnmatchedValue);
+
+  DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
+
+  DALI_TEST_EQUALS(outputTime, inputTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::VECTOR4, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<Vector4>(), newValue, TEST_LOCATION);
 
-  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationKeyFramesOptimizeKeyFramesLinearP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
-  float delay = 0.5f;
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
-  application.GetScene().Add(actor);
+  KeyFrames keyFrames = KeyFrames::New();
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  float firstExpectTime   = 0.0f;
+  float firstExpectValue  = 0.0f;
+  float secondExpectTime  = 0.4f;
+  float secondExpectValue = 1.2f;
+  float thirdExpectTime   = 0.8f;
+  float thirdExpectValue  = 0.4f;
+  float fourthExpectTime  = 1.0f;
+  float fourthExpectValue = 0.7f;
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  float interpolateLate = 0.5f;
 
-  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));
+  tet_printf("first - second phase test\n");
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+  DALI_TEST_EQUALS(false, DevelKeyFrames::OptimizeKeyFramesLinear(keyFrames), TEST_LOCATION);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 0, TEST_LOCATION);
 
-  // Start the animation
-  animation.Play();
+  keyFrames.Add(firstExpectTime, firstExpectValue);
+  DALI_TEST_EQUALS(false, DevelKeyFrames::OptimizeKeyFramesLinear(keyFrames), TEST_LOCATION);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 1, TEST_LOCATION);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
+  keyFrames.Add(firstExpectTime * (1.0f - interpolateLate) + secondExpectTime * interpolateLate, firstExpectValue * (1.0f - interpolateLate) + secondExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(false, DevelKeyFrames::OptimizeKeyFramesLinear(keyFrames), TEST_LOCATION);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 2, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  keyFrames.Add(secondExpectTime, secondExpectValue);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 3, TEST_LOCATION);
+  DALI_TEST_EQUALS(true, DevelKeyFrames::OptimizeKeyFramesLinear(keyFrames), TEST_LOCATION);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 2, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  float           outputTime;
+  Property::Value outputValue;
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+  DevelKeyFrames::GetKeyFrame(keyFrames, 0, outputTime, outputValue);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(outputTime, firstExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), firstExpectValue, TEST_LOCATION);
 
-  // We did expect the animation to finish
+  DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
 
-  finishCheck.CheckSignalReceived();
-  END_TEST;
-}
+  DALI_TEST_EQUALS(outputTime, secondExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), secondExpectValue, TEST_LOCATION);
 
-int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
-{
-  TestApplication application;
+  tet_printf("second - third phase test\n");
 
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
-  application.GetScene().Add(actor);
+  interpolateLate = 0.3f;
+  keyFrames.Add(secondExpectTime * (1.0f - interpolateLate) + thirdExpectTime * interpolateLate, secondExpectValue * (1.0f - interpolateLate) + thirdExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 3, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).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 );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  interpolateLate = 0.4f;
+  keyFrames.Add(secondExpectTime * (1.0f - interpolateLate) + thirdExpectTime * interpolateLate, secondExpectValue * (1.0f - interpolateLate) + thirdExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 4, TEST_LOCATION);
 
+  interpolateLate = 0.5f;
+  keyFrames.Add(secondExpectTime * (1.0f - interpolateLate) + thirdExpectTime * interpolateLate, secondExpectValue * (1.0f - interpolateLate) + thirdExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 5, TEST_LOCATION);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  float delay = 0.5f;
-  Animation animation = Animation::New(durationSeconds);
+  interpolateLate = 0.8f;
+  keyFrames.Add(secondExpectTime * (1.0f - interpolateLate) + thirdExpectTime * interpolateLate, secondExpectValue * (1.0f - interpolateLate) + thirdExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 6, TEST_LOCATION);
 
-  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(thirdExpectTime, thirdExpectValue);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 7, TEST_LOCATION);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+  DALI_TEST_EQUALS(true, DevelKeyFrames::OptimizeKeyFramesLinear(keyFrames), TEST_LOCATION);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 3, TEST_LOCATION);
 
-  // Start the animation
-  animation.Play();
+  DevelKeyFrames::GetKeyFrame(keyFrames, 0, outputTime, outputValue);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
+  DALI_TEST_EQUALS(outputTime, firstExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), firstExpectValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+  DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(outputTime, secondExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), secondExpectValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+  DevelKeyFrames::GetKeyFrame(keyFrames, 2, outputTime, outputValue);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS(outputTime, thirdExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), thirdExpectValue, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+  tet_printf("third - fourth phase test. Test what we skip same progress.\n");
 
-  // We did expect the animation to finish
+  interpolateLate = 0.3f;
+  keyFrames.Add(thirdExpectTime * (1.0f - interpolateLate) + fourthExpectTime * interpolateLate, thirdExpectValue * (1.0f - interpolateLate) + fourthExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 4, TEST_LOCATION);
+
+  interpolateLate = 0.5f;
+  keyFrames.Add(thirdExpectTime * (1.0f - interpolateLate) + fourthExpectTime * interpolateLate, thirdExpectValue * (1.0f - interpolateLate) + fourthExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 5, TEST_LOCATION);
+
+  interpolateLate = 0.8f;
+  keyFrames.Add(thirdExpectTime * (1.0f - interpolateLate) + fourthExpectTime * interpolateLate, thirdExpectValue * (1.0f - interpolateLate) + fourthExpectValue * interpolateLate);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 6, TEST_LOCATION);
+
+  keyFrames.Add(fourthExpectTime, fourthExpectValue);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 7, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(true, DevelKeyFrames::OptimizeKeyFramesLinear(keyFrames), TEST_LOCATION);
+  DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 4, TEST_LOCATION);
+
+  DevelKeyFrames::GetKeyFrame(keyFrames, 0, outputTime, outputValue);
+
+  DALI_TEST_EQUALS(outputTime, firstExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), firstExpectValue, TEST_LOCATION);
+
+  DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
+
+  DALI_TEST_EQUALS(outputTime, secondExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), secondExpectValue, TEST_LOCATION);
+
+  DevelKeyFrames::GetKeyFrame(keyFrames, 2, outputTime, outputValue);
+
+  DALI_TEST_EQUALS(outputTime, thirdExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), thirdExpectValue, TEST_LOCATION);
+
+  DevelKeyFrames::GetKeyFrame(keyFrames, 3, outputTime, outputValue);
+
+  DALI_TEST_EQUALS(outputTime, fourthExpectTime, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::FLOAT, TEST_LOCATION);
+  DALI_TEST_EQUALS(outputValue.Get<float>(), fourthExpectValue, TEST_LOCATION);
 
-  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().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));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  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::Property::COLOR_ALPHA), keyFrames);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, TEST_LOCATION);
+
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.1f, TEST_LOCATION);
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.3f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.25f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 40% progress */);
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.0f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 80% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.7f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 90% progress */);
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.9f, 0.01f, TEST_LOCATION);
+
+  // We did expect the animation to finish
 
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateAlphaFunctionP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().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));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  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::Property::COLOR_ALPHA), keyFrames, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.1f, TEST_LOCATION);
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.36f, 0.01f, TEST_LOCATION);
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.21f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 40% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.0f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 80% progress */);
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.7f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 90% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.76f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1 /* 100% progress */);
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.9f, 0.01f, TEST_LOCATION);
+
+  // We did expect the animation to finish
 
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateTimePeriodP(void)
+int UtcDaliAnimationAnimateBetweenActorColorP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().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));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
+
+  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);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
+
+  // We did expect the animation to finish
 
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().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));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds( 1.0f );
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
+
+  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();
 
-  bool signalReceived(false);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
+
+  // We did expect the animation to finish
 
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationShowP(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  actor.SetProperty( Actor::Property::VISIBLE,false);
+  Actor     actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+  application.GetScene().Add(actor);
+
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
-  application.GetScene().Add(actor);
 
-  // Start the animation
-  float durationSeconds(10.0f);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+
+  // Build the animation
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds*0.5f);
+
+  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();
 
-  bool signalReceived(false);
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  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.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
-
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
-
-  // 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_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+  finishCheck.CheckSignalReceived();
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
+{
+  TestApplication application;
+
+  Actor     actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+  application.GetScene().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(0);
 
-  // We did expect the animation to finish
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), 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);
+
+  //Cubic interpolation for boolean values should be ignored
+  animation.AnimateBetween(Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::CUBIC);
+
+  // 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.SendNotification();
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
-int UtcDaliAnimationHideP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  Actor     actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
   application.GetScene().Add(actor);
 
-  // Start the animation
-  float durationSeconds(10.0f);
+  application.SendNotification();
+  application.Render(0);
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
+
+  // Build the animation
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds*0.5f);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+
+  animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames);
+
+  // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Degree(60), Vector3::ZAXIS), TEST_LOCATION);
+
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  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.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
-
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
   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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  Quaternion check(Radian(Degree(60)), Vector3::ZAXIS);
 
-  // We did expect the animation to finish
-  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
-int UtcDaliAnimationShowHideAtEndP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02P(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.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  Actor     actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+  application.SendNotification();
+  application.Render(0);
   application.GetScene().Add(actor);
 
-  // Start Hide animation
-  float durationSeconds(10.0f);
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
+
+  // Build the animation
+  float     durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds/*Hide at end*/);
+
+  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::ORIENTATION), keyFrames);
+
+  // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 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*1000.0f) + 1u/*just beyond the animation duration*/);
+  check = Quaternion(Radian(Degree(90)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
+  check = Quaternion(Radian(Degree(120)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  // Start Show animation
-  animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds/*Show at end*/);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
+  application.SendNotification();
+  check = Quaternion(Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 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*1000.0f) + 1u/*just beyond the animation duration*/);
+  check = Quaternion(Radian(Degree(120)), Vector3::YAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
   // We did expect the animation to finish
-  application.SendNotification();
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
-int UtcDaliKeyFramesCreateDestroyP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 {
-  tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
+  TestApplication application;
 
-  KeyFrames* keyFrames = new KeyFrames;
-  delete keyFrames;
-  DALI_TEST_CHECK( true );
-  END_TEST;
-}
+  Actor     actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+  application.GetScene().Add(actor);
 
-int UtcDaliKeyFramesDownCastP(void)
-{
-  TestApplication application;
-  tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
+  application.SendNotification();
+  application.Render(0);
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
+
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  BaseHandle object(keyFrames);
+  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
-  KeyFrames keyFrames2 = KeyFrames::DownCast(object);
-  DALI_TEST_CHECK(keyFrames2);
+  //Cubic interpolation should be ignored for quaternions
+  animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC);
 
-  KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
-  DALI_TEST_CHECK(keyFrames3);
+  // Start the animation
+  animation.Play();
 
-  BaseHandle unInitializedObject;
-  KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
-  DALI_TEST_CHECK(!keyFrames4);
+  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.SendNotification();
 
-  KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
-  DALI_TEST_CHECK(!keyFrames5);
+  Quaternion check(Radian(Degree(60)), Vector3::ZAXIS);
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationCreateDestroyP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
 {
   TestApplication application;
-  Animation* animation = new Animation;
-  DALI_TEST_CHECK( animation );
-  delete animation;
-  END_TEST;
-}
 
-struct UpdateManagerTestConstraint
-{
-  UpdateManagerTestConstraint(TestApplication& application)
-  : mApplication(application)
-  {
-  }
+  Actor     actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+  application.SendNotification();
+  application.Render(0);
+  application.GetScene().Add(actor);
 
-  void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
-  {
-    mApplication.SendNotification();  // Process events
-  }
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
 
-  TestApplication& mApplication;
-};
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-int UtcDaliAnimationUpdateManagerP(void)
-{
-  TestApplication application;
+  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));
 
-  Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  //Cubic interpolation should be ignored for quaternions
+  animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC);
 
-  // Build the animation
-  Animation animation = Animation::New( 0.0f );
+  // Start the animation
+  animation.Play();
 
-  bool signalReceived = false;
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  Vector3 startValue(1.0f, 1.0f, 1.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
-  constraint.Apply();
+  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  // Apply animation to actor
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
-  animation.AnimateTo( Property(actor, Actor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
+  application.SendNotification();
+  check = Quaternion(Radian(Degree(90)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  animation.Play();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
+  application.SendNotification();
+  check = Quaternion(Radian(Degree(120)), Vector3::XAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  application.UpdateOnly( 16 );
+  check = Quaternion(Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f));
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  finishCheck.CheckSignalNotReceived();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
+  application.SendNotification();
+  check = Quaternion(Radian(Degree(120)), Vector3::YAXIS);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
 
-  application.SendNotification();   // Process events
+  // We did expect the animation to finish
 
   finishCheck.CheckSignalReceived();
-
   END_TEST;
 }
 
-int UtcDaliAnimationSignalOrderP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+  application.GetScene().Add(actor);
 
-  // Build the animations
-  Animation animation1 = Animation::New( 0.0f ); // finishes first frame
-  Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
-  bool signal1Received = false;
-  animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  bool signal2Received = false;
-  animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
+  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));
 
-  // Apply animations to actor
-  animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR );
-  animation1.Play();
-  animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR );
-  animation2.Play();
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR);
 
-  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+  // Start the animation
+  animation.Play();
 
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   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.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  // first completed
-  DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
-  signal1Received = false;
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  // 1st animation is complete now, do another update with no ProcessEvents in between
-  application.UpdateOnly( 20 ); // 20ms progress
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  // ProcessEvents
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
-  // 2nd should complete now
-  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+  // We did expect the animation to finish
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationExtendDurationP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  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);
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      TimePeriod(animatorDelay, animatorDurationSeconds));
+  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));
 
-  // The duration should have been extended
-  DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::CUBIC);
 
   // Start the animation
   animation.Play();
 
-  bool signalReceived(false);
+  bool                 signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet, but cached value should be the final one
+  application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<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.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationCustomIntProperty(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-  int startValue(0u);
 
-  Property::Index index = actor.RegisterProperty("anIndex",  startValue);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float     durationSeconds(1.0f);
+  float     delay     = 0.5f;
   Animation animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, index), 20 );
+
+  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, TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
 
-  // Target value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
-
-  bool signalReceived(false);
+  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.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 10, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 20, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationDuration(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-
-  Animation animation = Animation::New( 0.0f );
-  DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  // The animation duration should automatically increase depending on the animator time period
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) );
-  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) );
-  DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION );
+  // We did expect the animation to finish
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  DALI_TEST_ASSERTION(
-  {
-    // Build the animation
-    Animation animation = Animation::New( 2.0f );
-    std::string relativeValue = "relative string";
-    animation.AnimateBy( Property(actor, index), relativeValue );
-    tet_result(TET_FAIL);
-  }, "Target value is not animatable" );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
-  END_TEST;
-}
+  // Build the animation
+  float     durationSeconds(1.0f);
+  float     delay     = 0.5f;
+  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));
 
-int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
-{
-  TestApplication application;
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod(delay, durationSeconds - delay), Animation::CUBIC);
 
-  Actor actor = Actor::New();
+  // Start the animation
+  animation.Play();
 
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
 
-  DALI_TEST_ASSERTION(
-  {
-    // Build the animation
-    Animation animation = Animation::New( 2.0f );
-    std::string relativeValue = "relative string";
-    animation.AnimateTo( Property(actor, index), relativeValue );
-  }, "Target value is not animatable" );
+  application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  END_TEST;
-}
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
 
-int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
-{
-  TestApplication application;
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  Actor actor = Actor::New();
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
-  application.GetScene().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
-  DALI_TEST_ASSERTION(
-  {
-    // Build the animation
-    KeyFrames keyFrames = KeyFrames::New();
-    keyFrames.Add( 0.0f, std::string("relative string1") );
-    keyFrames.Add( 1.0f, std::string("relative string2") );
-    // no need to really create the animation as keyframes do the check
-  }, "Property type is not animatable" );
+  // We did expect the animation to finish
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
 {
-  tet_infoline("Setting up an animation should not effect it's position property until the animation plays");
-
   TestApplication application;
 
-  tet_infoline("Set initial position and set up animation to re-position actor");
-
+  float startValue(1.0f);
+  float delay = 0.5f;
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
-  actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  Animation animation = Animation::New(2.0f);
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  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));
 
-  tet_infoline("Set target position in animation without intiating play");
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  // Start the animation
+  animation.Play();
 
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
-  application.Render();
 
-  tet_infoline("Ensure position of actor is still at intial value");
+  application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
 
-  tet_infoline("Play animation and ensure actor position is now target");
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  animation.Play();
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
   application.SendNotification();
-  application.Render(1000u);
-
-  tet_infoline("Ensure position of actor is at target value when aninmation half way");
-
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
-
-  application.Render(2000u);
-
-  tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+  // We did expect the animation to finish
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
 {
-  tet_infoline("Setting up an animation should not effect it's position property until the animation plays even with mulitple animators");
-
   TestApplication application;
 
-  std::vector<Vector3> targetPositions;
-
-  targetPositions.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
-  targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
-  targetPositions.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
-
-  tet_infoline("Set initial position and set up animation to re-position actor");
-
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
   application.GetScene().Add(actor);
-  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
-  actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
 
   // Build the animation
-  Animation animation = Animation::New(2.0f);
+  float     durationSeconds(1.0f);
+  float     delay     = 0.5f;
+  Animation animation = Animation::New(durationSeconds);
 
-  //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  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));
 
-  tet_infoline("Set target position in animation without intiating play");
+  animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay), Animation::CUBIC);
 
-  for ( unsigned int i = 0; i < targetPositions.size(); i++ )
-  {
-    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
-  }
+  // Start the animation
+  animation.Play();
 
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
-  application.Render();
-
-  tet_infoline("Ensure position of actor is still at intial value");
-
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
-
-  tet_infoline("Play animation and ensure actor position is now target");
 
-  animation.Play();
+  application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
   application.SendNotification();
-  application.Render(1000u);
-
-  tet_infoline("Ensure position of actor is at target value when aninmation half way");
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
 
-  application.Render(2000u);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
 
-  tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+  application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+  // We did expect the animation to finish
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(void)
+int UtcDaliAnimationAnimateP(void)
 {
-  tet_infoline("Setting up an animation should not effect it's size property until the animation plays even with mulitple animators of different Property Indexes");
-
   TestApplication application;
 
-  std::vector<Vector3> targetSizes;
-  std::vector<Vector3> targetPositions;
-
-  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
-  targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
-
-  targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
-
-  tet_infoline("Set initial position and set up animation to re-position actor");
-
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  Vector3 initialSize( 10.0f, 10.0f, 10.0f);
-  Vector3 initialPosition(10.0f, 10.0f, 10.0f);
-
-  actor.SetProperty( Actor::Property::SIZE, initialSize );
-  actor.SetProperty( Actor::Property::POSITION, initialPosition );
 
-  // Build the animation
-  Animation animation = Animation::New(2.0f);
+  //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);
 
-  tet_infoline("Set target size in animation without intiating play");
-  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
-  tet_infoline("Set target position in animation without intiating play");
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[0], AlphaFunction::LINEAR);
-  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
 
-  application.SendNotification();
-  application.Render();
+  //Control points for first segment
+  path.AddControlPoint(Vector3(39.0, 90.0, 0.0));
+  path.AddControlPoint(Vector3(56.0, 119.0, 0.0));
 
-  tet_infoline("Ensure position of actor is still at intial size and position");
+  //Control points for second segment
+  path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION );
+  // Start the animation
+  animation.Play();
 
-  tet_infoline("Play animation and ensure actor position and size is now matches targets");
+  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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  animation.Play();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  application.Render(2000u);
+  path.Sample(0.25f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
+  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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionColourP(void)
+int UtcDaliAnimationAnimateAlphaFunctionP(void)
 {
-  tet_infoline("Setting up an animation should not effect it's size property until the animation plays even if other Properties animated");
-
   TestApplication application;
 
-  std::vector<Vector3> targetSizes;
-  std::vector<float> targetColors;
-
-  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
-  targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
-
-  targetColors.push_back( 1.0f );
-
-  tet_infoline("Set initial position and set up animation to re-position actor");
-
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
-  Vector3 initialSize( 10.0f, 5.0f, 10.0f);
 
-  actor.SetProperty( Actor::Property::SIZE, initialSize );
+  //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);
 
-  // Build the animation
-  Animation animation = Animation::New(2.0f);
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
 
-  tet_infoline("Set target size in animation without initiating play");
-  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
-  tet_infoline("Set target position in animation without intiating play");
-  animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR);
-  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
+  //Control points for first segment
+  path.AddControlPoint(Vector3(39.0, 90.0, 0.0));
+  path.AddControlPoint(Vector3(56.0, 119.0, 0.0));
 
-  application.SendNotification();
-  application.Render();
+  //Control points for second segment
+  path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
 
-  tet_infoline("Ensure position of actor is still at initial size and position");
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+  // Start the animation
+  animation.Play();
 
-  tet_infoline("Play animation and ensure actor position and size is now matches targets");
+  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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  animation.Play();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
   application.SendNotification();
-  application.Render(2000u);
+  path.Sample(0.25f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  tet_infoline("Ensure position and size of actor is at target value when animation playing");
+  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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationTimePeriodOrder(void)
+int UtcDaliAnimationAnimateTimePeriodP(void)
 {
-  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place" );
-
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  application.SendNotification();
-  application.Render();
+  //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);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  //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));
 
-  tet_infoline( "With two AnimateTo calls" );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
 
-  Animation animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
+  // Start the animation
   animation.Play();
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
-
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
-  application.Render(5000); // After the animation is complete
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
-
-  //////////////////////////////////////////////////////////////////////////////////
-
-  tet_infoline( "Same animation again but in a different order - should yield the same result" );
-
-  actor.SetProperty( Actor::Property::POSITION_X,  0.0f );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-
+  application.Render(0);
   application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  Vector3    position, tangent;
+  Quaternion rotation;
+  path.Sample(0.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
-  animation.Play();
+  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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  application.Render(5000); // After the animation is complete
+  path.Sample(0.75f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
 {
-  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" );
-
   TestApplication application;
 
   Actor actor = Actor::New();
-  application.GetScene().Add( actor );
+  application.GetScene().Add(actor);
 
-  application.SendNotification();
-  application.Render();
+  //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);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  //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));
 
-  tet_infoline( "" );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
 
-  Animation animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
+  // Start the animation
   animation.Play();
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
-
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
-  application.Render(14000); // After the animation is complete
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
-
-  //////////////////////////////////////////////////////////////////////////////////
-
-  tet_infoline( "Same animation again but in a different order - should end up at the same point" );
-
-  actor.SetProperty( Actor::Property::POSITION_X,  0.0f );
-
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
-
+  application.Render(0);
   application.SendNotification();
-  application.Render();
-
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  Vector3    position, tangent;
+  Quaternion rotation;
+  path.Sample(0.0f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  animation = Animation::New( 0.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
-  animation.Play();
+  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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  tet_infoline( "The target position should change instantly" );
-  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
   application.SendNotification();
-  application.Render(14000); // After the animation is complete
+  path.Sample(0.75f, position, tangent);
+  rotation = Quaternion(Vector3::XAXIS, tangent);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
 
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenIntegerP(void)
+int UtcDaliAnimationShowP(void)
 {
   TestApplication application;
 
-  int startValue(1);
   Actor actor = Actor::New();
-  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  actor.SetProperty(Actor::Property::VISIBLE, false);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   application.GetScene().Add(actor);
 
-  application.Render();
+  // Start the animation
+  float     durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Show(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 * 490.0f));
 
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) /*Should be shown now*/);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, 10);
-  keyFrames.Add(0.2f, 20);
-  keyFrames.Add(0.4f, 30);
-  keyFrames.Add(0.6f, 40);
-  keyFrames.Add(0.8f, 50);
-  keyFrames.Add(1.0f, 60);
-
-  animation.AnimateBetween( Property(actor, index ), keyFrames );
-
-  // Start the animation
-  animation.Play();
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
-  // Target value should change to the last key-frame's value straight away
-  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 60, TEST_LOCATION );
+  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_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenVector2P(void)
+int UtcDaliAnimationHideP(void)
 {
   TestApplication application;
 
-  Vector2 startValue( 10.0f, 20.0f );
   Actor actor = Actor::New();
-  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   application.GetScene().Add(actor);
 
-  application.Render();
-  application.SendNotification();
+  // Start the animation
+  float     durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Hide(actor, durationSeconds * 0.5f);
+  animation.Play();
 
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 490.0f));
 
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add( 0.0f, Vector2( 0.0f, 5.0f ) );
-  keyFrames.Add( 0.2f, Vector2( 30.0f, 25.0f ) );
-  keyFrames.Add( 0.4f, Vector2( 40.0f, 35.0f ) );
-  keyFrames.Add( 0.6f, Vector2( 50.0f, 45.0f ) );
-  keyFrames.Add( 0.8f, Vector2( 60.0f, 55.0f ) );
-  keyFrames.Add( 1.0f, Vector2( 70.0f, 65.0f ) );
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
-  animation.AnimateBetween( Property(actor, index ), keyFrames );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) /*Should be hidden now*/);
 
-  // Start the animation
-  animation.Play();
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
 
-  // Target value should change to the last key-frame's value straight away
-  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), Vector2( 70.0f, 65.0f ), TEST_LOCATION );
+  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_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   END_TEST;
 }
 
-int UtcDaliAnimationProgressCallbackP(void)
+int UtcDaliAnimationShowHideAtEndP(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.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
   application.GetScene().Add(actor);
 
-  // Build the animation
-  Animation animation = Animation::New(0.0f);
+  // Start Hide animation
+  float     durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Hide(actor, durationSeconds /*Hide at end*/);
+  animation.Play();
 
-  //Set duration
-  float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  bool finishedSignalReceived(false);
-  bool progressSignalReceived(false);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
-  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
+
+  // Start Show animation
+  animation = Animation::New(durationSeconds);
+  animation.Show(actor, durationSeconds /*Show at end*/);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
 
-  AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
+  END_TEST;
+}
 
-  tet_infoline( "Animation Progress notification set to 30%" );
-  DevelAnimation::SetProgressNotification( animation, 0.3f );
+int UtcDaliKeyFramesCreateDestroyP(void)
+{
+  tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
 
-  application.SendNotification();
-  application.Render( );
+  KeyFrames* keyFrames = new KeyFrames;
+  delete keyFrames;
+  DALI_TEST_CHECK(true);
+  END_TEST;
+}
 
-  DALI_TEST_EQUALS( 0.3f, DevelAnimation::GetProgressNotification( animation ), TEST_LOCATION );
+int UtcDaliKeyFramesDownCastP(void)
+{
+  TestApplication application;
+  tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
 
-  progressCheck.CheckSignalNotReceived();
+  KeyFrames  keyFrames = KeyFrames::New();
+  BaseHandle object(keyFrames);
 
-  // Start the animation from 10% progress
-  animation.SetCurrentProgress( 0.1f );
-  animation.Play();
+  KeyFrames keyFrames2 = KeyFrames::DownCast(object);
+  DALI_TEST_CHECK(keyFrames2);
 
-  tet_infoline( "Animation Playing from 10%" );
+  KeyFrames keyFrames3 = DownCast<KeyFrames>(object);
+  DALI_TEST_CHECK(keyFrames3);
 
-  application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*100.0f ); // 20% progress
+  BaseHandle unInitializedObject;
+  KeyFrames  keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames4);
 
-  tet_infoline( "Animation at 20%" );
+  KeyFrames keyFrames5 = DownCast<KeyFrames>(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames5);
+  END_TEST;
+}
 
-  progressCheck.CheckSignalNotReceived();
+int UtcDaliAnimationCreateDestroyP(void)
+{
+  TestApplication application;
+  Animation*      animation = new Animation;
+  DALI_TEST_CHECK(animation);
+  delete animation;
+  END_TEST;
+}
 
-  application.SendNotification();
-  application.Render(durationSeconds*200.0f ); // 40% progress
-  application.SendNotification();
-  tet_infoline( "Animation at 40%" );
-  DALI_TEST_EQUALS( 0.4f, animation.GetCurrentProgress(), TEST_LOCATION );
+struct UpdateManagerTestConstraint
+{
+  UpdateManagerTestConstraint(TestApplication& application)
+  : mApplication(application)
+  {
+  }
 
-  progressCheck.CheckSignalReceived();
+  void operator()(Vector3& current, const PropertyInputContainer& /* inputs */)
+  {
+    mApplication.SendNotification(); // Process events
+  }
 
-  tet_infoline( "Progress check reset" );
-  progressCheck.Reset();
+  TestApplication& mApplication;
+};
 
-  application.Render(durationSeconds*100.0f ); // 50% progress
-  tet_infoline( "Animation at 50%" );
-  application.SendNotification();
+int UtcDaliAnimationUpdateManagerP(void)
+{
+  TestApplication application;
 
-  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
 
-  progressCheck.CheckSignalNotReceived();
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
-  application.SendNotification();
+  bool                 signalReceived = false;
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  tet_infoline( "Animation at 60%" );
+  Vector3         startValue(1.0f, 1.0f, 1.0f);
+  Property::Index index      = actor.RegisterProperty("testProperty", startValue);
+  Constraint      constraint = Constraint::New<Vector3>(actor, index, UpdateManagerTestConstraint(application));
+  constraint.Apply();
 
-  finishCheck.CheckSignalNotReceived();
+  // Apply animation to actor
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(100.f, 90.f, 80.f), AlphaFunction::LINEAR);
+  animation.AnimateTo(Property(actor, Actor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
-  tet_infoline( "Animation at 80%" );
+  animation.Play();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
-  // We did expect the animation to finish
   application.SendNotification();
+  application.UpdateOnly(16);
+
+  finishCheck.CheckSignalNotReceived();
+
+  application.SendNotification(); // Process events
+
   finishCheck.CheckSignalReceived();
-  tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
 
-int UtcDaliAnimationPlayAfterP(void)
+int UtcDaliAnimationSignalOrderP(void)
 {
   TestApplication application;
 
-  tet_printf("Testing that playing after 2 seconds\n");
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
 
-  {
-    Actor actor = Actor::New();
-    application.GetScene().Add(actor);
+  // Build the animations
+  Animation animation1 = Animation::New(0.0f);  // finishes first frame
+  Animation animation2 = Animation::New(0.02f); // finishes in 20 ms
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
+  bool signal1Received = false;
+  animation1.FinishedSignal().Connect(&application, AnimationFinishCheck(signal1Received));
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  bool signal2Received = false;
+  animation2.FinishedSignal().Connect(&application, AnimationFinishCheck(signal2Received));
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  // Apply animations to actor
+  animation1.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(3.0f, 2.0f, 1.0f), AlphaFunction::LINEAR);
+  animation1.Play();
+  animation2.AnimateTo(Property(actor, Actor::Property::SIZE), Vector3(10.0f, 20.0f, 30.0f), AlphaFunction::LINEAR);
+  animation2.Play();
 
-    // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
-    application.SendNotification();
-    application.Render(0); // start animation
+  DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(signal2Received, false, TEST_LOCATION);
 
-    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+  application.SendNotification();
+  application.UpdateOnly(10); // 10ms progress
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+  // no notifications yet
+  DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(signal2Received, false, TEST_LOCATION);
 
-    // We didn't expect the animation to finish yet
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  application.SendNotification();
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+  // first completed
+  DALI_TEST_EQUALS(signal1Received, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(signal2Received, false, TEST_LOCATION);
+  signal1Received = false;
 
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+  // 1st animation is complete now, do another update with no ProcessEvents in between
+  application.UpdateOnly(20); // 20ms progress
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
+  // ProcessEvents
+  application.SendNotification();
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  // 2nd should complete now
+  DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(signal2Received, true, TEST_LOCATION);
 
-    // Check that nothing has changed after a couple of buffer swaps
-    application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  }
+  END_TEST;
+}
 
-  tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
-  // SpeedFactor < 0
-  {
-    Actor actor = Actor::New();
-    application.GetScene().Add(actor);
+int UtcDaliAnimationExtendDurationP(void)
+{
+  TestApplication application;
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    animation.SetSpeedFactor( -1.0f ); // Set SpeedFactor as < 0
+  Actor actor = Actor::New();
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  // Register a float property
+  float           startValue(10.0f);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  // Build the animation
+  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);
 
-    // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
-    application.SendNotification();
-    application.Render(0); // start animation
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(animatorDelay, animatorDurationSeconds));
 
-    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+  // The duration should have been extended
+  DALI_TEST_EQUALS(animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION);
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+  // Start the animation
+  animation.Play();
 
-    // We didn't expect the animation to finish yet
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
+  // We didn't expect the animation to finish yet, but cached value should be the final one
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) + 1u/*just beyond the animation duration*/ );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
 
-    // Check that nothing has changed after a couple of buffer swaps
-    application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
-  }
+  application.SendNotification();
+  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.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationPlayAfterP2(void)
+int UtcDaliAnimationCustomIntProperty(void)
 {
   TestApplication application;
 
-  tet_printf("Testing that playing after 2 seconds before looping\n");
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  int startValue(0u);
 
-  {
-    Actor actor = Actor::New();
-    application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("anIndex", startValue);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(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);
-    animation.SetLooping( true );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.AnimateTo(Property(actor, index), 20);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  // Start the animation
+  animation.Play();
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), 20, TEST_LOCATION);
 
-    // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
-    application.SendNotification();
-    application.Render(0); // start animation
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-    for( int iterations = 0; iterations < 3; ++iterations )
-    {
-      // The initial delay time of PlayAfter() applies only once in looping mode.
-      if( iterations == 0 )
-      {
-        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
-        application.SendNotification();
-        finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
-      }
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 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();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), 10, TEST_LOCATION);
 
-      // We didn't expect the animation to finish yet
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-      application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), 20, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), 20, TEST_LOCATION);
+  END_TEST;
+}
 
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+int UtcDaliAnimationDuration(void)
+{
+  TestApplication application;
 
-      application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
 
-      // We did expect the animation to finish
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-    }
+  Animation animation = Animation::New(0.0f);
+  DALI_TEST_EQUALS(0.0f, animation.GetDuration(), TEST_LOCATION);
 
-    animation.SetLooping(false);
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+  // The animation duration should automatically increase depending on the animator time period
 
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  }
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(0.0f, 1.0f));
+  DALI_TEST_EQUALS(1.0f, animation.GetDuration(), TEST_LOCATION);
 
-  tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
-  // SpeedFactor < 0
-  {
-    Actor actor = Actor::New();
-    application.GetScene().Add(actor);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_Y), 200.0f, TimePeriod(10.0f, 1.0f));
+  DALI_TEST_EQUALS(11.0f, animation.GetDuration(), TEST_LOCATION);
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    animation.SetLooping( true );
-    animation.SetSpeedFactor( -1.0f ); //Set SpeedFactor as < 0
+  END_TEST;
+}
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
+{
+  TestApplication application;
 
-    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  Actor actor = Actor::New();
 
-    // Play animation after the initial delay time
-    animation.PlayAfter( 0.2f );
-    application.SendNotification();
-    application.Render(0); // start animation
+  // Register an integer property
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
-    for( int iterations = 0; iterations < 3; ++iterations )
+  DALI_TEST_ASSERTION(
     {
-      // The initial delay time of PlayAfter() applies only once in looping mode.
-      if( iterations == 0 )
-      {
-        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
-        application.SendNotification();
-        finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
-      }
+      // Build the animation
+      Animation   animation     = Animation::New(2.0f);
+      std::string relativeValue = "relative string";
+      animation.AnimateBy(Property(actor, index), relativeValue);
+      tet_result(TET_FAIL);
+    },
+    "Target value is not animatable");
 
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+  END_TEST;
+}
 
-      // We didn't expect the animation to finish yet
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
+{
+  TestApplication application;
 
-      application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+  Actor actor = Actor::New();
 
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
+  // Register an integer property
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
-      application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ );
+  DALI_TEST_ASSERTION(
+    {
+      // Build the animation
+      Animation   animation     = Animation::New(2.0f);
+      std::string relativeValue = "relative string";
+      animation.AnimateTo(Property(actor, index), relativeValue);
+    },
+    "Target value is not animatable");
 
-      // We did expect the animation to finish
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
-    }
+  END_TEST;
+}
 
-    animation.SetLooping(false);
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
+{
+  TestApplication application;
 
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
-  }
+  Actor actor = Actor::New();
+
+  // Register an integer property
+  int             startValue(1);
+  Property::Index index = actor.RegisterProperty("testProperty", startValue);
+  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+
+  DALI_TEST_ASSERTION(
+    {
+      // Build the animation
+      KeyFrames keyFrames = KeyFrames::New();
+      keyFrames.Add(0.0f, std::string("relative string1"));
+      keyFrames.Add(1.0f, std::string("relative string2"));
+      // no need to really create the animation as keyframes do the check
+    },
+    "Property type is not animatable");
 
   END_TEST;
 }
 
-int UtcDaliAnimationPlayAfterP3(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
 {
+  tet_infoline("Setting up an animation should not effect it's position property until the animation plays");
+
   TestApplication application;
 
-  tet_printf("Testing that PlayAfter with the negative delay seconds\n");
+  tet_infoline("Set initial position and set up animation to re-position actor");
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
+  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  actor.SetProperty(Actor::Property::POSITION, initialPosition);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  Animation animation = Animation::New(2.0f);
 
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
-  application.SendNotification();
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Vector3(0.0f, 0.0f, 0.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
-  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  tet_infoline("Set target position in animation without intiating play");
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  // When the delay time is negative value, it would treat as play immediately.
-  animation.PlayAfter( -2.0f );
   application.SendNotification();
-  application.Render(0); // start animation
+  application.Render();
 
-  application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+  tet_infoline("Ensure position of actor is still at intial value");
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+  tet_infoline("Play animation and ensure actor position is now target");
 
+  animation.Play();
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+  application.Render(1000u);
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
+  tet_infoline("Ensure position of actor is at target value when aninmation half way");
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
+
+  tet_printf("x position at half way point(%f)\n", actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x);
+
+  application.Render(2000u);
+
+  tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayAfterP4(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
 {
+  tet_infoline("Setting up an animation should not effect it's position property until the animation plays even with mulitple animators");
+
   TestApplication application;
 
-  tet_printf("Testing that PlayAfter with progress value\n");
+  std::vector<Vector3> targetPositions;
+
+  targetPositions.push_back(Vector3(100.0f, 100.0f, 100.0f));
+  targetPositions.push_back(Vector3(200.0f, 1.0f, 100.0f));
+  targetPositions.push_back(Vector3(50.0f, 10.0f, 100.0f));
+
+  tet_infoline("Set initial position and set up animation to re-position actor");
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
+  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  actor.SetProperty(Actor::Property::POSITION, initialPosition);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
-  application.SendNotification();
+  Animation animation = Animation::New(2.0f);
 
-  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
+  DALI_TEST_EQUALS(Vector3(0.0f, 0.0f, 0.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
 
-  // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s.
-  animation.PlayAfter( durationSeconds * 0.3f );
-  application.SendNotification();
-  application.Render(0); // start animation
+  tet_infoline("Set target position in animation without intiating play");
 
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 5/6 delay progress, 0% animation progress, 0% animator progress */ );
+  for(unsigned int i = 0; i < targetPositions.size(); i++)
+  {
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
+  }
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
+  application.Render();
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ );
+  tet_infoline("Ensure position of actor is still at intial value");
 
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ );
+  tet_infoline("Play animation and ensure actor position is now target");
 
+  animation.Play();
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  application.Render(1000u);
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ );
+  tet_infoline("Ensure position of actor is at target value when aninmation half way");
 
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ );
+  tet_printf("x position at half way point(%f)\n", actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x);
 
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
+  application.Render(2000u);
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 50.0f ) + 1u/*just beyond the animation duration*/ );
+  tet_infoline("Ensure position of actor is still at target value when aninmation complete");
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION);
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationSetLoopingModeP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(void)
 {
-  // Test Loop forever and Loop mode being set
+  tet_infoline("Setting up an animation should not effect it's size property until the animation plays even with mulitple animators of different Property Indexes");
+
   TestApplication application;
-  Integration::Scene stage( application.GetScene() );
 
-  // Default: LoopingMode::RESTART
-  {
-    Actor actor = Actor::New();
-    stage.Add( actor );
+  std::vector<Vector3> targetSizes;
+  std::vector<Vector3> targetPositions;
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+  targetSizes.push_back(Vector3(100.0f, 100.0f, 100.0f));
+  targetSizes.push_back(Vector3(50.0f, 10.0f, 100.0f));
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+  targetPositions.push_back(Vector3(200.0f, 1.0f, 100.0f));
 
-    // Start the animation
-    animation.Play();
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  tet_infoline("Set initial position and set up animation to re-position actor");
 
-    actor.Unparent();
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Vector3 initialSize(10.0f, 10.0f, 10.0f);
+  Vector3 initialPosition(10.0f, 10.0f, 10.0f);
 
-    application.SendNotification();
-    application.Render();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  }
+  actor.SetProperty(Actor::Property::SIZE, initialSize);
+  actor.SetProperty(Actor::Property::POSITION, initialPosition);
 
-  // LoopingMode::AUTO_REVERSE
-  {
-    Actor actor = Actor::New();
-    stage.Add( actor );
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetLooping( true );
+  tet_infoline("Set target size in animation without intiating play");
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
+  tet_infoline("Set target position in animation without intiating play");
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[0], AlphaFunction::LINEAR);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  application.SendNotification();
+  application.Render();
 
-    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+  tet_infoline("Ensure position of actor is still at intial size and position");
 
-    animation.SetLoopingMode( Animation::LoopingMode::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION);
 
-    // Start the animation
-    animation.Play();
-    application.SendNotification();
-    application.Render(0);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION);
 
-    for( int iterations = 0; iterations < 3; ++iterations )
-    {
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
+  tet_infoline("Play animation and ensure actor position and size is now matches targets");
 
-      // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
-      // and arrives at the beginning.
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  animation.Play();
+  application.SendNotification();
+  application.Render(2000u);
 
-      application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+  tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
 
-      // We did expect the animation to finish
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
-    }
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION);
 
-    animation.SetLooping( false );
-    application.SendNotification();
-    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION);
 
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
+  END_TEST;
+}
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
-  }
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionColourP(void)
+{
+  tet_infoline("Setting up an animation should not effect it's size property until the animation plays even if other Properties animated");
 
-  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
-  {
-    Actor actor = Actor::New();
-    stage.Add( actor );
+  TestApplication application;
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetLooping( true );
+  std::vector<Vector3> targetSizes;
+  std::vector<float>   targetColors;
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  targetSizes.push_back(Vector3(100.0f, 100.0f, 100.0f));
+  targetSizes.push_back(Vector3(50.0f, 10.0f, 150.0f));
 
-    // Specify a negative multiplier to play the animation in reverse
-    animation.SetSpeedFactor( -1.0f );
+  targetColors.push_back(1.0f);
 
-    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+  tet_infoline("Set initial position and set up animation to re-position actor");
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Vector3 initialSize(10.0f, 5.0f, 10.0f);
 
-    // Start the animation
-    animation.Play();
-    application.SendNotification();
-    application.Render(0);
+  actor.SetProperty(Actor::Property::SIZE, initialSize);
 
-    for( int iterations = 0; iterations < 3; ++iterations )
-    {
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
 
-      // Setting a negative speed factor is to play the animation in reverse.
-      // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
-      // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  tet_infoline("Set target size in animation without initiating play");
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
+  tet_infoline("Set target position in animation without intiating play");
+  animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR);
+  animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
 
-      application.SendNotification();
-      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+  application.SendNotification();
+  application.Render();
 
-      // We did expect the animation to finish
-      application.SendNotification();
-      finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-    }
+  tet_infoline("Ensure position of actor is still at initial size and position");
 
-    animation.SetLooping( false );
-    application.SendNotification();
-    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION);
 
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
+  tet_infoline("Play animation and ensure actor position and size is now matches targets");
 
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-  }
+  animation.Play();
+  application.SendNotification();
+  application.Render(2000u);
+
+  tet_infoline("Ensure position and size of actor is at target value when animation playing");
+
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationSetLoopingModeP2(void)
+int UtcDaliAnimationTimePeriodOrder(void)
 {
-  // Test Loop Count and Loop mode being set
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place");
+
   TestApplication application;
-  Integration::Scene stage( application.GetScene() );
 
-  // LoopingMode::AUTO_REVERSE
-  {
-    Actor actor = Actor::New();
-    stage.Add( actor );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetLoopCount(3);
-    DALI_TEST_CHECK(animation.IsLooping());
+  application.SendNotification();
+  application.Render();
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+  //////////////////////////////////////////////////////////////////////////////////
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+  tet_infoline("With two AnimateTo calls");
 
-    // Start the animation
-    animation.Play();
+  Animation animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(3.0f, 1.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(1.0f, 1.0f));
+  animation.Play();
 
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
-    // Loop
-    float intervalSeconds = 3.0f;
+  application.SendNotification();
+  application.Render(5000); // After the animation is complete
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
-    // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  //////////////////////////////////////////////////////////////////////////////////
 
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
+  tet_infoline("Same animation again but in a different order - should yield the same result");
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  actor.SetProperty(Actor::Property::POSITION_X, 0.0f);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  application.SendNotification();
+  application.Render();
 
-    finishCheck.Reset();
-  }
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
-  {
-    Actor actor = Actor::New();
-    stage.Add( actor );
+  animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(1.0f, 1.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(3.0f, 1.0f));
+  animation.Play();
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetLoopCount(3);
-    DALI_TEST_CHECK(animation.IsLooping());
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  application.SendNotification();
+  application.Render(5000); // After the animation is complete
 
-    // Specify a negative multiplier to play the animation in reverse
-    animation.SetSpeedFactor( -1.0f );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
 
-    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+  END_TEST;
+}
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+{
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls");
 
-    // Start the animation
-    animation.Play();
+  TestApplication application;
 
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
 
-    // Loop
-    float intervalSeconds = 3.0f;
+  application.SendNotification();
+  application.Render();
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-    // Setting a negative speed factor is to play the animation in reverse.
-    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
-    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  //////////////////////////////////////////////////////////////////////////////////
 
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
+  tet_infoline("");
 
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  Animation animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1000.0f, TimePeriod(4.0f, 2.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 145.0f, TimePeriod(3.0f, 10.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 109.0f, TimePeriod(1.0f, 1.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1.0f, TimePeriod(3.0f, 4.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 200.0f, TimePeriod(2.0f, 5.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(10.0f, 2.0f));
+  animation.Play();
 
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
-    finishCheck.Reset();
-  }
+  application.SendNotification();
+  application.Render(14000); // After the animation is complete
 
-  END_TEST;
-}
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
-int UtcDaliAnimationSetLoopingModeP3(void)
-{
-  // Test Loop Count is 1 (== default) and Loop mode being set
-  TestApplication application;
-  Integration::Scene stage( application.GetScene() );
+  //////////////////////////////////////////////////////////////////////////////////
 
-  // LoopingMode::AUTO_REVERSE
-  {
-    Actor actor = Actor::New();
-    stage.Add( actor );
+  tet_infoline("Same animation again but in a different order - should end up at the same point");
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    DALI_TEST_CHECK(1 == animation.GetLoopCount());
+  actor.SetProperty(Actor::Property::POSITION_X, 0.0f);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+  application.SendNotification();
+  application.Render();
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
 
-    // Start the animation
-    animation.Play();
-    application.Render(0);
-    application.SendNotification();
+  animation = Animation::New(0.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 200.0f, TimePeriod(2.0f, 5.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(10.0f, 2.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 145.0f, TimePeriod(3.0f, 10.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1000.0f, TimePeriod(4.0f, 2.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1.0f, TimePeriod(3.0f, 4.0f));
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 109.0f, TimePeriod(1.0f, 1.0f));
+  animation.Play();
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
+  tet_infoline("The target position should change instantly");
+  DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
-    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
-    // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(14000); // After the animation is complete
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
 
-    application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  END_TEST;
+}
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+int UtcDaliAnimationAnimateBetweenIntegerP(void)
+{
+  TestApplication application;
 
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
+  int                   startValue(1);
+  Actor                 actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue);
+  application.GetScene().Add(actor);
 
-    // After all animation finished, arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  application.Render();
+  application.SendNotification();
 
-    finishCheck.Reset();
-  }
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
 
-  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
-  {
-    Actor actor = Actor::New();
-    stage.Add( actor );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-    float durationSeconds( 1.0f );
-    Animation animation = Animation::New( durationSeconds );
-    DALI_TEST_CHECK(1 == animation.GetLoopCount());
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, 10);
+  keyFrames.Add(0.2f, 20);
+  keyFrames.Add(0.4f, 30);
+  keyFrames.Add(0.6f, 40);
+  keyFrames.Add(0.8f, 50);
+  keyFrames.Add(1.0f, 60);
 
-    bool signalReceived( false );
-    AnimationFinishCheck finishCheck( signalReceived );
-    animation.FinishedSignal().Connect( &application, finishCheck );
-    application.SendNotification();
+  animation.AnimateBetween(Property(actor, index), keyFrames);
 
-    // Specify a negative multiplier to play the animation in reverse
-    animation.SetSpeedFactor( -1.0f );
+  // Start the animation
+  animation.Play();
 
-    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+  // Target value should change to the last key-frame's value straight away
+  DALI_TEST_EQUALS(actor.GetProperty<int>(index), 60, TEST_LOCATION);
 
-    animation.SetLoopingMode( Animation::AUTO_REVERSE );
-    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+  END_TEST;
+}
 
-    // Start the animation
-    animation.Play();
-    application.Render(0);
-    application.SendNotification();
+int UtcDaliAnimationAnimateBetweenVector2P(void)
+{
+  TestApplication application;
 
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
+  Vector2               startValue(10.0f, 20.0f);
+  Actor                 actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue);
+  application.GetScene().Add(actor);
 
-    // Setting a negative speed factor is to play the animation in reverse.
-    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
-    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  application.Render();
+  application.SendNotification();
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
 
-    application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  // Build the animation
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-    application.SendNotification();
-    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
-
-    application.SendNotification();
-    application.Render(0);
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-
-    // After all animation finished, arrives at the target.
-    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-
-    finishCheck.Reset();
-  }
-
-  END_TEST;
-}
-
-int UtcDaliAnimationGetLoopingModeP(void)
-{
-  TestApplication application;
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Vector2(0.0f, 5.0f));
+  keyFrames.Add(0.2f, Vector2(30.0f, 25.0f));
+  keyFrames.Add(0.4f, Vector2(40.0f, 35.0f));
+  keyFrames.Add(0.6f, Vector2(50.0f, 45.0f));
+  keyFrames.Add(0.8f, Vector2(60.0f, 55.0f));
+  keyFrames.Add(1.0f, Vector2(70.0f, 65.0f));
 
-  Animation animation = Animation::New(1.0f);
+  animation.AnimateBetween(Property(actor, index), keyFrames);
 
-  // default mode
-  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+  // Start the animation
+  animation.Play();
 
-  animation.SetLoopingMode( Animation::AUTO_REVERSE );
-  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+  // Target value should change to the last key-frame's value straight away
+  DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), Vector2(70.0f, 65.0f), TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
+int UtcDaliAnimationProgressCallbackP(void)
 {
   TestApplication application;
 
-  tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" );
-
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
 
@@ -12380,1266 +12284,3666 @@ int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
   AnimationFinishCheck finishCheck(finishedSignalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
-  AnimationProgressCheck progressCheck( progressSignalReceived );
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  progressCheck.CheckSignalNotReceived();
-
-  animation.Play();
-
-  application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*100.0f ); // 10% progress
-  application.SendNotification();
-
-  tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" );
-  progressCheck.CheckSignalNotReceived();
-
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
-
-  END_TEST;
-}
-
-int UtcDaliAnimationMultipleProgressSignalsP(void)
-{
-  tet_infoline( "Multiple animations with different progress markers" );
-
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-
-  // Build the animation
-  Animation animationAlpha = Animation::New(0.0f);
-  Animation animationBeta = Animation::New(0.0f);
-
-  //Set duration
-  float durationSeconds(1.0f);
-  animationAlpha.SetDuration(durationSeconds);
-  animationBeta.SetDuration(durationSeconds);
-
-  bool progressSignalReceivedAlpha(false);
-  bool progressSignalReceivedBeta(false);
-
-  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
-  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+  tet_infoline("Animation Progress notification set to 30%");
+  DevelAnimation::SetProgressNotification(animation, 0.3f);
 
-  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
-  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
   application.SendNotification();
+  application.Render();
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-
-  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
-  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
-
-  tet_infoline( "AnimationBeta Progress notification set to 50%" );
-  DevelAnimation::SetProgressNotification( animationBeta, 0.5f );
-
-  application.SendNotification();
-  application.Render( );
+  DALI_TEST_EQUALS(0.3f, DevelAnimation::GetProgressNotification(animation), TEST_LOCATION);
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+  progressCheck.CheckSignalNotReceived();
 
-  // Start the animations from 10% progress
-  animationAlpha.SetCurrentProgress( 0.1f );
-  animationBeta.SetCurrentProgress( 0.1f );
-  animationAlpha.Play();
-  animationBeta.Play();
+  // Start the animation from 10% progress
+  animation.SetCurrentProgress(0.1f);
+  animation.Play();
 
-  tet_infoline( "Animation Playing from 10%" );
+  tet_infoline("Animation Playing from 10%");
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*100.0f ); // 20% progress
+  application.Render(0);                        // start animation
+  application.Render(durationSeconds * 100.0f); // 20% progress
 
-  tet_infoline( "Animation at 20% - No signals to be received" );
+  tet_infoline("Animation at 20%");
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+  progressCheck.CheckSignalNotReceived();
 
   application.SendNotification();
-  application.Render(durationSeconds*200.0f ); // 40% progress
+  application.Render(durationSeconds * 200.0f); // 40% progress
   application.SendNotification();
-  tet_infoline( "Animation at 40% - Alpha signal should be received" );
-  DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline("Animation at 40%");
+  DALI_TEST_EQUALS(0.4f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  progressCheckAlpha.CheckSignalReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+  progressCheck.CheckSignalReceived();
 
-  tet_infoline( "Progress check reset" );
-  progressCheckAlpha.Reset();
-  progressCheckBeta.Reset();
+  tet_infoline("Progress check reset");
+  progressCheck.Reset();
 
-  application.Render(durationSeconds*100.0f ); // 50% progress
-  tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" );
+  application.Render(durationSeconds * 100.0f); // 50% progress
+  tet_infoline("Animation at 50%");
   application.SendNotification();
 
-  DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalReceived();
-  tet_infoline( "Progress check reset" );
-  progressCheckAlpha.Reset();
-  progressCheckBeta.Reset();
+  progressCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 60% progress */);
   application.SendNotification();
 
-  tet_infoline( "Animation at 60%" );
+  tet_infoline("Animation at 60%");
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+  finishCheck.CheckSignalNotReceived();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
   application.SendNotification();
-  tet_infoline( "Animation at 80%" );
-
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
+  tet_infoline("Animation at 80%");
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 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
-  tet_infoline( "Animation finished" );
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  tet_infoline("Animation finished");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationMultipleProgressSignalsP2(void)
+int UtcDaliAnimationPlayAfterP(void)
 {
-  tet_infoline( "Multiple animations with different progress markers and big step time" );
-
   TestApplication application;
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-
-  // Build the animation
-  Animation animationAlpha = Animation::New(0.0f);
-  Animation animationBeta = Animation::New(0.0f);
+  tet_printf("Testing that playing after 2 seconds\n");
 
-  //Set duration
-  const float durationSeconds(1.0f);
-  animationAlpha.SetDuration(durationSeconds);
-  animationBeta.SetDuration(durationSeconds);
+  {
+    Actor actor = Actor::New();
+    application.GetScene().Add(actor);
 
-  bool progressSignalReceivedAlpha(false);
-  bool progressSignalReceivedBeta(false);
+    // Build the animation
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
 
-  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
-  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
 
-  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
-  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
-  application.SendNotification();
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+    // Play animation after the initial delay time
+    animation.PlayAfter(0.2f);
+    application.SendNotification();
+    application.Render(0); // start animation
 
-  tet_infoline( "AnimationAlpha Progress notification set to 1%" );
-  DevelAnimation::SetProgressNotification( animationAlpha, 0.01f );
+    application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move
 
-  tet_infoline( "AnimationBeta Progress notification set to 99%" );
-  DevelAnimation::SetProgressNotification( animationBeta, 0.99f );
+    application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-  application.SendNotification();
-  application.Render( );
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
-  // Start the animations unlimited looping
-  animationAlpha.SetLooping( true );
-  animationBeta.SetLooping( true );
-  animationAlpha.Play();
-  animationBeta.Play();
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
-  application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*20.0f ); // 2% progress
-  application.SendNotification();
-  DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
 
-  tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." );
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-  progressCheckAlpha.CheckSignalReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+    // Check that nothing has changed after a couple of buffer swaps
+    application.Render(0);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  }
 
-  tet_infoline( "Progress check reset" );
-  progressCheckAlpha.Reset();
-  progressCheckBeta.Reset();
+  tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
+  // SpeedFactor < 0
+  {
+    Actor actor = Actor::New();
+    application.GetScene().Add(actor);
 
-  application.SendNotification();
-  application.Render(durationSeconds*960.0f ); // 98% progress
-  application.SendNotification();
-  tet_infoline( "Animation at 98% - No signal received" );
-  DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+    // Build the animation
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetSpeedFactor(-1.0f); // Set SpeedFactor as < 0
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
 
-  application.SendNotification();
-  application.Render(durationSeconds*40.0f ); // 2% progress
-  application.SendNotification();
-  tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" );
-  application.SendNotification();
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
-  DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+    // Play animation after the initial delay time
+    animation.PlayAfter(0.2f);
+    application.SendNotification();
+    application.Render(0); // start animation
 
-  progressCheckAlpha.CheckSignalReceived();
-  progressCheckBeta.CheckSignalReceived();
+    application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 1.0f), TEST_LOCATION); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
 
-  tet_infoline( "Progress check reset" );
-  progressCheckAlpha.Reset();
-  progressCheckBeta.Reset();
+    application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% animation progress, 50% animator progress */);
 
-  application.SendNotification();
-  application.Render(durationSeconds*980.0f ); // 100% progress
-  application.SendNotification();
-  tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" );
-  application.SendNotification();
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalReceived();
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% animation progress, 100% animator progress */);
 
-  tet_infoline( "Progress check reset" );
-  progressCheckAlpha.Reset();
-  progressCheckBeta.Reset();
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION);
 
-  animationAlpha.SetLooping( false );
-  animationBeta.SetLooping( false );
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/);
-  application.SendNotification();
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of Timeperiod in seconds
 
-  // We did expect the animation to finish
-  tet_infoline( "Animation finished" );
+    // Check that nothing has changed after a couple of buffer swaps
+    application.Render(0);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0, 0.0, 0.0), TEST_LOCATION);
+  }
 
   END_TEST;
 }
 
-int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+int UtcDaliAnimationPlayAfterP2(void)
 {
-  tet_infoline( "Multiple animations with different progress markers" );
-
   TestApplication application;
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
+  tet_printf("Testing that playing after 2 seconds before looping\n");
 
-  // Build the animation
-  Animation animationAlpha = Animation::New(0.0f);
-  Animation animationBeta = Animation::New(0.0f);
+  {
+    Actor actor = Actor::New();
+    application.GetScene().Add(actor);
 
-  //Set duration
-  float durationSeconds(1.0f);
-  float delaySeconds(0.5f);
-  animationAlpha.SetDuration(durationSeconds);
-  animationBeta.SetDuration(durationSeconds);
+    // Build the animation
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping(true);
 
-  bool progressSignalReceivedAlpha(false);
-  bool progressSignalReceivedBeta(false);
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
 
-  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
-  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
-  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
-  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
-  application.SendNotification();
+    // Play animation after the initial delay time
+    animation.PlayAfter(0.2f);
+    application.SendNotification();
+    application.Render(0); // start animation
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+    for(int iterations = 0; iterations < 3; ++iterations)
+    {
+      // The initial delay time of PlayAfter() applies only once in looping mode.
+      if(iterations == 0)
+      {
+        application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+        application.SendNotification();
+        finishCheck.CheckSignalNotReceived();
+        DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move
+      }
 
-  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
-  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-  tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" );
-  DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 );
+      // We didn't expect the animation to finish yet
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
-  application.SendNotification();
-  application.Render( );
+      application.SendNotification();
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
-  // Start the animations from 10% progress
-  animationAlpha.PlayAfter(delaySeconds);
-  animationBeta.PlayAfter(delaySeconds);
-
-  application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(delaySeconds * 500.0f ); // 50% wait progress
+      application.SendNotification();
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% progress */);
 
-  tet_infoline( "Delay at 50% - No signals to be received" );
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+    }
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+    animation.SetLooping(false);
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
-  application.SendNotification();
-  application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f ); // 100% wait, 5% progress
-  application.SendNotification();
-  tet_infoline( "Delay at 100%, Animation at 5% - Beta signal should be received" );
-  DALI_TEST_EQUALS( 0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  }
 
-  progressCheckBeta.CheckSignalReceived();
-  progressCheckAlpha.CheckSignalNotReceived();
+  tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
+  // SpeedFactor < 0
+  {
+    Actor actor = Actor::New();
+    application.GetScene().Add(actor);
 
-  tet_infoline( "Progress check reset" );
-  progressCheckAlpha.Reset();
-  progressCheckBeta.Reset();
+    // Build the animation
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping(true);
+    animation.SetSpeedFactor(-1.0f); //Set SpeedFactor as < 0
 
-  application.Render(durationSeconds * 200.0f ); // 25% progress
-  tet_infoline( "Animation at 25% - No signals to be received" );
-  application.SendNotification();
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
-  application.Render(durationSeconds * 200.0f ); // 45% progress
-  tet_infoline( "Animation at 45% - Alpha should receive signal, Beta should not" );
-  application.SendNotification();
+    // Play animation after the initial delay time
+    animation.PlayAfter(0.2f);
+    application.SendNotification();
+    application.Render(0); // start animation
 
-  DALI_TEST_EQUALS( 0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+    for(int iterations = 0; iterations < 3; ++iterations)
+    {
+      // The initial delay time of PlayAfter() applies only once in looping mode.
+      if(iterations == 0)
+      {
+        application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+        application.SendNotification();
+        finishCheck.CheckSignalNotReceived();
+        DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 1.0f), TEST_LOCATION); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+      }
 
-  progressCheckAlpha.CheckSignalReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% animation progress, 50% animator progress */);
 
-  tet_infoline( "Progress check reset" );
-  progressCheckAlpha.Reset();
-  progressCheckBeta.Reset();
+      // We didn't expect the animation to finish yet
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*150.0f)/* 60% progress */);
-  application.SendNotification();
+      application.SendNotification();
+      application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% animation progress, 100% animator progress */);
 
-  tet_infoline( "Animation at 60%" );
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION);
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+      application.SendNotification();
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-  application.SendNotification();
-  tet_infoline( "Animation at 80%" );
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in second
+    }
 
-  progressCheckAlpha.CheckSignalNotReceived();
-  progressCheckBeta.CheckSignalNotReceived();
+    animation.SetLooping(false);
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 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
-  tet_infoline( "Animation finished" );
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0, 0.0, 0.0), TEST_LOCATION);
+  }
 
   END_TEST;
 }
 
-int UtcDaliAnimationProgressCallbackWithLoopingP(void)
+int UtcDaliAnimationPlayAfterP3(void)
 {
   TestApplication application;
 
+  tet_printf("Testing that PlayAfter with the negative delay seconds\n");
+
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New(0.0f);
-
-  //Set duration
-  const float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
-
-  // Set Looping Count
-  const int loopCount( 4 );
-  animation.SetLoopCount( loopCount );
-
-  bool finishedSignalReceived(false);
-  bool progressSignalReceived(false);
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
-  AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-
-  tet_infoline( "Animation Progress notification set to 50% with looping count 4" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
+  // When the delay time is negative value, it would treat as play immediately.
+  animation.PlayAfter(-2.0f);
   application.SendNotification();
-  application.Render( );
-
-  progressCheck.CheckSignalNotReceived();
-
-  animation.Play();
-
-  for(int count = 0; count < loopCount; count++)
-  {
-    application.SendNotification();
-    application.Render(0); // start animation
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-    tet_infoline( "Animation at 25%" );
-
-    progressCheck.CheckSignalNotReceived();
-
-    application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
-    application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-    progressCheck.CheckSignalReceived();
-
-    tet_infoline( "Progress check reset" );
-    progressCheck.Reset();
-
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
-    application.SendNotification();
+  application.Render(0); // start animation
 
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
 
-    progressCheck.CheckSignalNotReceived();
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
-    application.SendNotification();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
 
-    //Nothing check at 100% progress. cause It can be both 100% and 0%.
-    application.SendNotification();
-  }
-  application.Render(10u);
   application.SendNotification();
-  application.Render(0u);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
+int UtcDaliAnimationPlayAfterP4(void)
 {
   TestApplication application;
 
+  tet_printf("Testing that PlayAfter with progress value\n");
+
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New(0.0f);
-
-  //Set duration
-  const float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
-
-  // Set Looping Unlmited
-  animation.SetLooping( true );
-
-  bool finishedSignalReceived(false);
-  bool progressSignalReceived(false);
+  float     durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  bool                 signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
-  AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
   application.SendNotification();
 
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-
-  tet_infoline( "Animation Progress notification set to 50% with unlimited looping" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
 
+  // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s.
+  animation.PlayAfter(durationSeconds * 0.3f);
   application.SendNotification();
-  application.Render( );
-
-  progressCheck.CheckSignalNotReceived();
-
-  animation.Play();
-
-  for(int count = 0; count < 4; count++)
-  {
-    application.SendNotification();
-    application.Render(0); // start animation
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-    tet_infoline( "Animation at 25%" );
-
-    progressCheck.CheckSignalNotReceived();
+  application.Render(0); // start animation
 
-    application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
-    application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 5/6 delay progress, 0% animation progress, 0% animator progress */);
 
-    progressCheck.CheckSignalReceived();
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of PlayAfter
 
-    tet_infoline( "Progress check reset" );
-    progressCheck.Reset();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 20% animation progress, 0% animator progress */);
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
-    application.SendNotification();
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 45% animation progress, 0% animator progress */);
 
-    progressCheck.CheckSignalNotReceived();
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
-    application.SendNotification();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 70% animation progress, 40% animator progress */);
 
-    //Nothing check at 100% progress. cause It can be both 100% and 0%.
-    finishCheck.CheckSignalNotReceived();
-    application.SendNotification();
-  }
+  application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION); // 40% of animator progress
 
-  animation.SetLooping( false );
-  application.Render(0u);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 10u);
+  application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 95% animation progress, 90% animator progress */);
+
   application.SendNotification();
-  application.Render(0u);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.9f), TEST_LOCATION); // 90% of animator progress
+
   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.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
+int UtcDaliAnimationSetLoopingModeP(void)
 {
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
-
-  // Build the animation
-  Animation animation = Animation::New(0.0f);
-
-  //Set duration
-  const float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
+  // Test Loop forever and Loop mode being set
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
 
-  //Set speed negative
-  animation.SetSpeedFactor( -1.0f );
+  // Default: LoopingMode::RESTART
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-  // Set Looping Unlmited
-  animation.SetLooping( true );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::RESTART);
 
-  bool finishedSignalReceived(false);
-  bool progressSignalReceived(false);
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-  AnimationFinishCheck finishCheck(finishedSignalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+    // Start the animation
+    animation.Play();
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
 
-  AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
-  application.SendNotification();
+    actor.Unparent();
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+    application.SendNotification();
+    application.Render();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+  }
 
-  tet_infoline( "Animation Progress notification set to 50%" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-  application.SendNotification();
-  application.Render( );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping(true);
 
-  progressCheck.CheckSignalNotReceived();
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
 
-  animation.Play();
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-  for(int count = 0; count < 4; count++)
-  {
-    application.SendNotification();
-    application.Render(0); // start animation
-    progressCheck.CheckSignalNotReceived();
+    animation.SetLoopingMode(Animation::LoopingMode::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
+    // Start the animation
+    animation.Play();
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-    tet_infoline( "Animation at 25%" );
+    application.Render(0);
 
-    progressCheck.CheckSignalNotReceived();
+    for(int iterations = 0; iterations < 3; ++iterations)
+    {
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% time progress */);
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+
+      // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+      // and arrives at the beginning.
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+      application.SendNotification();
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% time progress */);
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+    }
 
+    animation.SetLooping(false);
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
     application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+    finishCheck.CheckSignalReceived();
 
-    progressCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+  }
 
-    tet_infoline( "Progress check reset" );
-    progressCheck.Reset();
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping(true);
+
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor(-1.0f);
 
-    progressCheck.CheckSignalNotReceived();
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+    // Start the animation
+    animation.Play();
+    application.SendNotification();
+    application.Render(0);
+
+    for(int iterations = 0; iterations < 3; ++iterations)
+    {
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% time progress */);
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+
+      // Setting a negative speed factor is to play the animation in reverse.
+      // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+      // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+      application.SendNotification();
+      application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% time progress */);
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+    }
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
+    animation.SetLooping(false);
     application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
 
-    //Nothing check at 100% progress. cause It can be both 100% and 0%.
-    finishCheck.CheckSignalNotReceived();
     application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
   }
-  finishCheck.CheckSignalNotReceived();
 
-  animation.Stop();
-  animation.SetLooping( false );
-  animation.SetLoopCount( 4 );
-  animation.Play();
-  application.Render(0u);
-  application.SendNotification();
+  END_TEST;
+}
 
-  for(int count = 0; count < 4; count++)
+int UtcDaliAnimationSetLoopingModeP2(void)
+{
+  // Test Loop Count and Loop mode being set
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
+
+  // LoopingMode::AUTO_REVERSE
   {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLoopCount(3);
+    DALI_TEST_CHECK(animation.IsLooping());
+
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
-    application.Render(0); // start animation
-    progressCheck.CheckSignalNotReceived();
 
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+    // Start the animation
+    animation.Play();
+
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+    application.Render(0);
+    application.SendNotification();
+
+    // Loop
+    float intervalSeconds = 3.0f;
 
-    tet_infoline( "Animation at 25%" );
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+    // and arrives at the beginning.
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
 
-    progressCheck.CheckSignalNotReceived();
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
     application.SendNotification();
-    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.Render(0);
     application.SendNotification();
-    tet_infoline( "Animation at 50%" );
-    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+    finishCheck.CheckSignalNotReceived();
 
-    progressCheck.CheckSignalReceived();
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
-    tet_infoline( "Progress check reset" );
-    progressCheck.Reset();
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+    finishCheck.Reset();
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLoopCount(3);
+    DALI_TEST_CHECK(animation.IsLooping());
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-    tet_infoline( "Animation at 75%" );
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
     application.SendNotification();
 
-    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor(-1.0f);
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
-    progressCheck.CheckSignalNotReceived();
+    // Start the animation
+    animation.Play();
+
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+
+    // Loop
+    float intervalSeconds = 3.0f;
+
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+    // Setting a negative speed factor is to play the animation in reverse.
+    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
-    tet_infoline( "Animation at 100%" );
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+
+    application.Render(0);
     application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
 
-    //Nothing check at 100% progress. cause It can be both 100% and 0%.
     application.SendNotification();
-  }
-  application.Render(10u);
-  application.SendNotification();
-  application.Render(0u);
-  application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
 
-  finishCheck.CheckSignalReceived();
+    finishCheck.Reset();
+  }
 
   END_TEST;
 }
 
-int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
+int UtcDaliAnimationSetLoopingModeP3(void)
 {
-  TestApplication application;
+  // Test Loop Count is 1 (== default) and Loop mode being set
+  TestApplication    application;
+  Integration::Scene stage(application.GetScene());
 
-  Actor actor = Actor::New();
-  application.GetScene().Add(actor);
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-  // Build the animation
-  Animation animation = Animation::New(0.0f);
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    DALI_TEST_CHECK(1 == animation.GetLoopCount());
 
-  //Set duration
-  const float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
 
-  bool finishedSignalReceived(false);
-  bool progressSignalReceived(false);
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-  AnimationFinishCheck finishCheck(finishedSignalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
 
-  AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
-  application.SendNotification();
+    // Start the animation
+    animation.Play();
+    application.Render(0);
+    application.SendNotification();
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 50% time progress */);
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+    // and arrives at the beginning.
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 100% time progress */);
+
+    application.SendNotification();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 1.0f * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    // After all animation finished, arrives at the beginning.
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+    finishCheck.Reset();
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    float     durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+    bool                 signalReceived(false);
+    AnimationFinishCheck finishCheck(signalReceived);
+    animation.FinishedSignal().Connect(&application, finishCheck);
+    application.SendNotification();
+
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor(-1.0f);
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+    animation.SetLoopingMode(Animation::AUTO_REVERSE);
+    DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+    // Start the animation
+    animation.Play();
+    application.Render(0);
+    application.SendNotification();
+
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 50% time progress */);
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    // Setting a negative speed factor is to play the animation in reverse.
+    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 100% time progress */);
+
+    application.SendNotification();
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds * 1.0f * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    // After all animation finished, arrives at the target.
+    DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+    finishCheck.Reset();
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+
+  // default mode
+  DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::RESTART);
+
+  animation.SetLoopingMode(Animation::AUTO_REVERSE);
+  DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
+{
+  TestApplication application;
+
+  tet_infoline("Connect to ProgressReachedSignal but do not set a required Progress marker");
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0);                        // start animation
+  application.Render(durationSeconds * 100.0f); // 10% progress
+  application.SendNotification();
+
+  tet_infoline("Ensure after animation has started playing that ProgressReachedSignal not emitted");
+  finishCheck.CheckSignalNotReceived();
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  tet_infoline("Animation finished");
+  DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP(void)
+{
+  tet_infoline("Multiple animations with different progress markers");
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta  = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
+
+  DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+  DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("AnimationAlpha Progress notification set to 30%");
+  DevelAnimation::SetProgressNotification(animationAlpha, 0.3f);
+
+  tet_infoline("AnimationBeta Progress notification set to 50%");
+  DevelAnimation::SetProgressNotification(animationBeta, 0.5f);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations from 10% progress
+  animationAlpha.SetCurrentProgress(0.1f);
+  animationBeta.SetCurrentProgress(0.1f);
+  animationAlpha.Play();
+  animationBeta.Play();
+
+  tet_infoline("Animation Playing from 10%");
+
+  application.SendNotification();
+  application.Render(0);                        // start animation
+  application.Render(durationSeconds * 100.0f); // 20% progress
+
+  tet_infoline("Animation at 20% - No signals to be received");
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds * 200.0f); // 40% progress
+  application.SendNotification();
+  tet_infoline("Animation at 40% - Alpha signal should be received");
+  DALI_TEST_EQUALS(0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline("Progress check reset");
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(durationSeconds * 100.0f); // 50% progress
+  tet_infoline("Animation at 50% - Beta should receive signal, Alpha should not");
+  application.SendNotification();
+
+  DALI_TEST_EQUALS(0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalReceived();
+  tet_infoline("Progress check reset");
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline("Animation at 60%");
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+  application.SendNotification();
+  tet_infoline("Animation at 80%");
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  tet_infoline("Animation finished");
+
+  END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP2(void)
+{
+  tet_infoline("Multiple animations with different progress markers and big step time");
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta  = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
+
+  DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+  DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("AnimationAlpha Progress notification set to 1%");
+  DevelAnimation::SetProgressNotification(animationAlpha, 0.01f);
+
+  tet_infoline("AnimationBeta Progress notification set to 99%");
+  DevelAnimation::SetProgressNotification(animationBeta, 0.99f);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations unlimited looping
+  animationAlpha.SetLooping(true);
+  animationBeta.SetLooping(true);
+  animationAlpha.Play();
+  animationBeta.Play();
+
+  application.SendNotification();
+  application.Render(0);                       // start animation
+  application.Render(durationSeconds * 20.0f); // 2% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS(0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+  tet_infoline("Animation at 2% - Alpha signals should be received, Beta should not.");
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline("Progress check reset");
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds * 960.0f); // 98% progress
+  application.SendNotification();
+  tet_infoline("Animation at 98% - No signal received");
+  DALI_TEST_EQUALS(0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds * 40.0f); // 2% progress
+  application.SendNotification();
+  tet_infoline("Animation loop once and now 2% - Alpha and Beta should receive signal");
+  application.SendNotification();
+
+  DALI_TEST_EQUALS(0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline("Progress check reset");
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds * 980.0f); // 100% progress
+  application.SendNotification();
+  tet_infoline("Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not");
+  application.SendNotification();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline("Progress check reset");
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  animationAlpha.SetLooping(false);
+  animationBeta.SetLooping(false);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 2000.0f) + 1u /*just beyond the animation duration*/);
+  application.SendNotification();
+
+  // We did expect the animation to finish
+  tet_infoline("Animation finished");
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+{
+  tet_infoline("Multiple animations with different progress markers");
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta  = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  float delaySeconds(0.5f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
+
+  DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+  DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("AnimationAlpha Progress notification set to 30%");
+  DevelAnimation::SetProgressNotification(animationAlpha, 0.3f);
+
+  tet_infoline("AnimationBeta Progress notification set to ~0% (==Notify when delay is done)");
+  DevelAnimation::SetProgressNotification(animationBeta, Math::MACHINE_EPSILON_1);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations from 10% progress
+  animationAlpha.PlayAfter(delaySeconds);
+  animationBeta.PlayAfter(delaySeconds);
+
+  application.SendNotification();
+  application.Render(0);                     // start animation
+  application.Render(delaySeconds * 500.0f); // 50% wait progress
+
+  tet_infoline("Delay at 50% - No signals to be received");
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f); // 100% wait, 5% progress
+  application.SendNotification();
+  tet_infoline("Delay at 100%, Animation at 5% - Beta signal should be received");
+  DALI_TEST_EQUALS(0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheckBeta.CheckSignalReceived();
+  progressCheckAlpha.CheckSignalNotReceived();
+
+  tet_infoline("Progress check reset");
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(durationSeconds * 200.0f); // 25% progress
+  tet_infoline("Animation at 25% - No signals to be received");
+  application.SendNotification();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(durationSeconds * 200.0f); // 45% progress
+  tet_infoline("Animation at 45% - Alpha should receive signal, Beta should not");
+  application.SendNotification();
+
+  DALI_TEST_EQUALS(0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline("Progress check reset");
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 150.0f) /* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline("Animation at 60%");
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+  application.SendNotification();
+  tet_infoline("Animation at 80%");
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  tet_infoline("Animation finished");
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  // Set Looping Count
+  const int loopCount(4);
+  animation.SetLoopCount(loopCount);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("Animation Progress notification set to 50% with looping count 4");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < loopCount; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    finishCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    tet_infoline("Animation at 25%");
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+    application.SendNotification();
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline("Progress check reset");
+    progressCheck.Reset();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
+    application.SendNotification();
+
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    application.SendNotification();
+  }
+  application.Render(10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  // Set Looping Unlmited
+  animation.SetLooping(true);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("Animation Progress notification set to 50% with unlimited looping");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0);                                // start animation
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    tet_infoline("Animation at 25%");
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+    application.SendNotification();
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline("Progress check reset");
+    progressCheck.Reset();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
+    application.SendNotification();
+
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+  }
+  finishCheck.CheckSignalNotReceived();
+
+  animation.SetLooping(false);
+  application.Render(0u);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  //Set speed negative
+  animation.SetSpeedFactor(-1.0f);
+
+  // Set Looping Unlmited
+  animation.SetLooping(true);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("Animation Progress notification set to 50%");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    tet_infoline("Animation at 25%");
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+    application.SendNotification();
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline("Progress check reset");
+    progressCheck.Reset();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
+    application.SendNotification();
+
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+  }
+  finishCheck.CheckSignalNotReceived();
+
+  animation.Stop();
+  animation.SetLooping(false);
+  animation.SetLoopCount(4);
+  animation.Play();
+  application.SendNotification(); // Send Stop event into update thread
+  application.Render(0u);         // Send Notification into event thread
+  application.SendNotification(); // Execute finished signal.
+
+  finishCheck.CheckSignalReceived(); // Due to stop called.
+  finishCheck.Reset();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+    finishCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+    DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    tet_infoline("Animation at 25%");
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+    application.SendNotification();
+    tet_infoline("Animation at 50%");
+    DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline("Progress check reset");
+    progressCheck.Reset();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+    tet_infoline("Animation at 75%");
+    application.SendNotification();
+
+    DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+    tet_infoline("Animation at 100%");
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    application.SendNotification();
+  }
+  application.Render(10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("Animation Progress PlayRange as 10% ~ 90%");
+  animation.SetPlayRange(Vector2(0.1f, 0.9f));
+
+  tet_infoline("Animation Progress notification set to >90% that never can notificated");
+  DevelAnimation::SetProgressNotification(animation, 0.9f + Math::MACHINE_EPSILON_1);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0);                                // start animation
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 35% progress
+  DALI_TEST_EQUALS(0.35f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+  tet_infoline("Animation at 35%");
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 60% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+  tet_infoline("Animation at 60%");
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 85% progress
+  tet_infoline("Animation at 85%");
+  application.SendNotification();
+  DALI_TEST_EQUALS(0.85f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 90% progress
+  tet_infoline("Animation over 90%");
+  application.SendNotification();
+
+  // progress never signaled because playrange is 90%
+  progressCheck.CheckSignalNotReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackLongDurationP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(5.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline("Animation Progress notification set to 50%");
+  DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+  application.SendNotification();
+  application.Render();
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0);                                // start animation
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+  DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+  tet_infoline("Animation at 25%");
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+  application.SendNotification();
+  tet_infoline("Animation at 50%");
+  DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheck.CheckSignalReceived();
+
+  tet_infoline("Progress check reset");
+  progressCheck.Reset();
+
+  application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+  tet_infoline("Animation at 75%");
+  application.SendNotification();
+
+  DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+  progressCheck.CheckSignalNotReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable property (STRING)
+      animation.AnimateBy(Property(actor, Actor::Property::LAYOUT_DIRECTION), Property::Value("new direction"));
+    },
+    "Property type is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable property (MATRIX)
+      Property::Index index = actor.RegisterProperty("Foobar", Property::Value(Dali::Matrix()), Property::ANIMATABLE);
+      animation.AnimateBy(Property(actor, index), Property::Value(Property::MATRIX));
+    },
+    "Property type is not animatable");
+
+  // AnimateBy
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (NONE)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value());
+    },
+    "Target value is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (STRING)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value("foo"));
+    },
+    "Target value is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // not mathing properties (VECTOR3, FLOAT)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(10.f));
+    },
+    "Property and target types don't match");
+
+  DALI_TEST_ASSERTION(
+    {
+      // not mathing properties (VECTOR3.A, VECTOR2)
+      animation.AnimateBy(Property(actor, Actor::Property::COLOR_ALPHA), Property::Value(Property::VECTOR2));
+    },
+    "Property and target types don't match");
+
+  DALI_TEST_ASSERTION(
+    {
+      // negative duration
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(Vector3(1, 2, 3)), TimePeriod(-1));
+    },
+    "Duration must be >=0");
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateTo
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable property (MAP)
+      Property::Index index = actor.RegisterProperty("Foobar", Property::Value(Property::MAP), Property::ANIMATABLE);
+      animation.AnimateTo(Property(actor, index), Property::Value(Property::MAP));
+    },
+    "Property type is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (NONE)
+      animation.AnimateTo(Property(actor, Actor::Property::CLIPPING_MODE), Property::Value());
+    },
+    "Property type is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (ARRAY)
+      animation.AnimateTo(Property(actor, Actor::Property::POSITION), Property::Value(Property::ARRAY));
+    },
+    "Target value is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (RECTANGLE)
+      animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(Rect<int32_t>()));
+    },
+    "Target value is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // not mathing properties (FLOAT, INT)
+      animation.AnimateTo(Property(actor, Actor::Property::SCALE_Y), Property::Value(10));
+    },
+    "Property and target types don't match");
+
+  DALI_TEST_ASSERTION(
+    {
+      // not mathing properties (VECTOR3, VECTOR2)
+      animation.AnimateTo(Property(actor, Actor::Property::COLOR), Property::Value(Property::VECTOR2));
+    },
+    "Property and target types don't match");
+
+  DALI_TEST_ASSERTION(
+    {
+      // negative duration
+      animation.AnimateTo(Property(actor, Actor::Property::POSITION), Property::Value(Vector3(1, 2, 3)), TimePeriod(-1));
+    },
+    "Duration must be >=0");
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateBetween
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable property (ARRAY)
+      Property::Index index     = actor.RegisterProperty("Foobar", Property::Value(Property::ARRAY), Property::ANIMATABLE);
+      KeyFrames       keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Property::ARRAY));
+      animation.AnimateBetween(Property(actor, index), keyframes);
+    },
+    "Property type is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (NONE)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value());
+      animation.AnimateBetween(Property(actor, Actor::Property::CLIPPING_MODE), keyframes);
+    },
+    "Property type is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (EXTENTS)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Property::EXTENTS)); // throws
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
+    },
+    "Property type is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // non animateable target (RECTANGLE)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Property::MAP)); // throws
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
+    },
+    "Property type is not animatable");
+
+  DALI_TEST_ASSERTION(
+    {
+      // not mathing properties (VECTOR2, VECTOR4)
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Vector4(1, 2, 3, 4)));
+      animation.AnimateBetween(Property(actor, Actor::Property::MAXIMUM_SIZE), keyframes);
+    },
+    "Property and target types don't match");
+
+  DALI_TEST_ASSERTION(
+    {
+      // negative duration
+      KeyFrames keyframes = KeyFrames::New();
+      keyframes.Add(0.5f, Property::Value(Vector3(1, 2, 3)));
+      animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, TimePeriod(-1));
+    },
+    "Duration must be >=0");
+
+  END_TEST;
+}
+
+namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases
+{
+enum TestFunction
+{
+  STOP,
+  CLEAR
+};
+
+void CheckPropertyValuesWhenCallingAnimationMethod(TestFunction functionToTest, const char* testName)
+{
+  tet_printf("Testing %s\n", testName);
+
+  // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
+  // This test checks that that is being done
+
+  const float   durationSeconds(1.0f);
+  unsigned int  halfAnimationDuration(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f));
+  const Vector3 originalPosition(Vector3::ZERO);
+  const Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  const Vector3 halfWayToTarget(targetPosition * 0.5f);
+
+  struct ExpectedValue
+  {
+    Animation::EndAction endAction;
+    Vector3              expectedGetPropertyValue;
+  };
+
+  ExpectedValue expectedValueTable[] =
+    {
+      {Animation::BAKE, halfWayToTarget},      // When baking, the current value is the final value.
+      {Animation::BAKE_FINAL, targetPosition}, // When BakeFinal, we should jump to the final value when clearing or stopping.
+      {Animation::DISCARD, originalPosition},  // When discarding, we should jump back to the original value when clearing or stopping.
+    };
+  const auto expectedValueTableCount = sizeof(expectedValueTable) / sizeof(ExpectedValue);
+
+  for(auto i = 0u; i < expectedValueTableCount; ++i)
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    application.GetScene().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetEndAction(expectedValueTable[i].endAction);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(halfAnimationDuration);
+
+    // Stop or Clear the animation early, both have the same effect
+    if(functionToTest == TestFunction::STOP)
+    {
+      animation.Stop();
+    }
+    else
+    {
+      animation.Clear();
+    }
+
+    // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+
+    // If we call Clear before, The animation didn't give any effort to actor now. Let we check it
+    if(functionToTest == TestFunction::CLEAR)
+    {
+      actor.SetProperty(Actor::Property::POSITION, originalPosition);
+
+      DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), originalPosition, VECTOR3_EPSILON, TEST_LOCATION);
+      DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+
+      application.SendNotification();
+      application.Render();
+
+      DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), originalPosition, VECTOR3_EPSILON, TEST_LOCATION);
+      DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), originalPosition, VECTOR3_EPSILON, TEST_LOCATION);
+
+      // Start the animation, which we already clear.
+      animation.Play();
+
+      DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), originalPosition, VECTOR3_EPSILON, TEST_LOCATION);
+      DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), originalPosition, VECTOR3_EPSILON, TEST_LOCATION);
+
+      application.SendNotification();
+      application.Render(halfAnimationDuration);
+
+      DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), originalPosition, VECTOR3_EPSILON, TEST_LOCATION);
+      DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), originalPosition, VECTOR3_EPSILON, TEST_LOCATION);
+    }
+  }
+}
+} // unnamed namespace
+
+int UtcDaliAnimationStopPropertyValue(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod(TestFunction::STOP, "UtcDaliAnimationStopPropertyValue");
+  END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue01(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod(TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue");
+  END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue02(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  const float   durationSeconds(1.0f);
+  const Vector3 targetPosition1(10.0f, 10.0f, 10.0f);
+  const Vector3 targetPosition2(20.0f, 20.0f, 20.0f);
+
+  // Build the animation
+  Animation animation1 = Animation::New(durationSeconds);
+  animation1.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition1, AlphaFunction::LINEAR);
+  animation1.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+  // The event side property should be set the current value immediately
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition1, VECTOR3_EPSILON, TEST_LOCATION);
+
+  application.SendNotification();
+  application.Render(2u /*just beyond the animation duration*/);
+
+  // Build a new animation
+  Animation animation2 = Animation::New(durationSeconds);
+  animation2.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition2, AlphaFunction::LINEAR);
+  animation2.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+  // The event side property should be set the current value immediately
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition2, VECTOR3_EPSILON, TEST_LOCATION);
+
+  // Clear the first animation after finished
+  animation1.Clear();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+  // The property should not be changed.
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition2, VECTOR3_EPSILON, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPausePropertyValue(void)
+{
+  const float   durationSeconds(1.0f);
+  unsigned int  halfAnimationDuration(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f));
+  const Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  const Vector3 halfWayToTarget(targetPosition * 0.5f);
+
+  Animation::EndAction endActions[] =
+    {
+      Animation::BAKE,
+      Animation::BAKE_FINAL,
+      Animation::DISCARD,
+    };
+  const auto endActionCount = sizeof(endActions) / sizeof(endActions[0]);
+
+  // For all end actions, when pausing, we stay at the current value
+  for(auto i = 0u; i < endActionCount; ++i)
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    application.GetScene().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetEndAction(endActions[i]);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render(halfAnimationDuration);
+
+    // Puase the animation early
+    animation.Pause();
+
+    // The event side property should be set the current value immediately, the update side property will still only be halfway
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+    DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayFromWithLoopCount(void)
+{
+  TestApplication application;
+
+  auto actor = Actor::New();
+  application.GetScene().Add(actor);
+
+  auto animation = Animation::New(1.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f);
+  animation.SetLoopCount(2);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(1001);
+
+  // One loop completed
+
+  application.Render(2005);
+  application.SendNotification();
+
+  // 2 loops should have completed
+  DALI_TEST_EQUALS(animation.GetCurrentLoop(), 2u, TEST_LOCATION);
+
+  // Another render needs to occur after all the loops end
+  application.SendNotification();
+  application.Render(1000);
+
+  // Stop the animation and use PlayFrom, previously we got an Assert here
+  animation.Stop();
+  animation.PlayFrom(0.5f);
+
+  application.SendNotification();
+  application.Render(1000);
+
+  DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCombineToAndByWithStop(void)
+{
+  tet_infoline("Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
+  application.GetScene().Add(actor);
+
+  auto        animation = Animation::New(1.0f);
+  const float origY     = actor.GetProperty(Actor::Property::POSITION_Y).Get<float>();
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(150.0f, origY, 0.0f), TimePeriod(1.0f));
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), Vector3(-30.0f, 0.0f, 0.0f), TimePeriod(1.0f, 1.0f));
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(500);
+
+  application.SendNotification();
+  application.Render(500);
+
+  application.SendNotification();
+  application.Render(500);
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
+
+  // Check the y position, it should be the same as before
+  DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION_Y).Get<float>(), origY, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCountAndGetAnimationAt(void)
+{
+  tet_infoline("UtcDaliAnimationCountAndGetAnimationAt");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
+  application.GetScene().Add(actor);
+
+  auto        animation = Animation::New(1.0f);
+  const float origY     = actor.GetProperty(Actor::Property::POSITION_Y).Get<float>();
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(150.0f, origY, 0.0f), TimePeriod(1.0f));
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(500);
+
+  uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
+  DALI_TEST_EQUALS(animationCount, 1, TEST_LOCATION);
+
+  DALI_TEST_CHECK(!Dali::DevelAnimation::GetAnimationAt(5));
+
+  Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt(0);
+  DALI_TEST_EQUALS(animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION);
+  DALI_TEST_EQUALS(animation.GetState(), animationReturned.GetState(), TEST_LOCATION);
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    bool arg1(false);
+    instance.SetLooping(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetDurationNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.SetDuration(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetLoopCountNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetLoopCount();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetEndActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Animation::EndAction arg1(Animation::BAKE);
+    instance.SetEndAction(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopCountNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    int arg1(0);
+    instance.SetLoopCount(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRangeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Vector2 arg1;
+    instance.SetPlayRange(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative01(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property  arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames arg2;
+    instance.AnimateBetween(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::Animation::Interpolation arg3(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property   arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames  arg2;
+    Dali::TimePeriod arg3(1.0f);
+    instance.AnimateBetween(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::TimePeriod               arg3(1.0f);
+    Dali::Animation::Interpolation arg4(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative05(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property      arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames     arg2;
+    Dali::AlphaFunction arg3;
+    instance.AnimateBetween(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative06(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::AlphaFunction            arg3;
+    Dali::Animation::Interpolation arg4(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative07(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property      arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames     arg2;
+    Dali::AlphaFunction arg3;
+    Dali::TimePeriod    arg4(1.0f);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative08(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property                 arg1(actor, Actor::Property::POSITION);
+    Dali::KeyFrames                arg2;
+    Dali::AlphaFunction            arg3;
+    Dali::TimePeriod               arg4(1.0f);
+    Dali::Animation::Interpolation arg5(Animation::LINEAR);
+    instance.AnimateBetween(arg1, arg2, arg3, arg4, arg5);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationFinishedSignalNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.FinishedSignal();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetCurrentLoopNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetCurrentLoop();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Animation::LoopingMode arg1(Animation::RESTART);
+    instance.SetLoopingMode(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.SetSpeedFactor(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetCurrentProgressNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetCurrentProgress();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetCurrentProgressNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.SetCurrentProgress(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetDisconnectActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Animation::EndAction arg1(Animation::BAKE);
+    instance.SetDisconnectAction(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetDefaultAlphaFunctionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::AlphaFunction arg1;
+    instance.SetDefaultAlphaFunction(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationHideNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor arg1;
+    float       arg2(0.0f);
+    instance.Hide(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Play();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationShowNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor arg1;
+    float       arg2(0.0f);
+    instance.Show(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationStopNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Stop();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationClearNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Clear();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPauseNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.Pause();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative01(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor   arg1;
+    Dali::Path    arg2;
+    Dali::Vector3 arg3;
+    instance.Animate(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor      arg1;
+    Dali::Path       arg2;
+    Dali::Vector3    arg3;
+    Dali::TimePeriod arg4(1.0f);
+    instance.Animate(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor         arg1;
+    Dali::Path          arg2;
+    Dali::Vector3       arg3;
+    Dali::AlphaFunction arg4;
+    instance.Animate(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Actor         arg1;
+    Dali::Path          arg2;
+    Dali::Vector3       arg3;
+    Dali::AlphaFunction arg4;
+    Dali::TimePeriod    arg5(1.0f);
+    instance.Animate(arg1, arg2, arg3, arg4, arg5);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayFromNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.PlayFrom(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative01(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    instance.AnimateBy(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::TimePeriod      arg3(1.0f);
+    instance.AnimateBy(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    instance.AnimateBy(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    Dali::TimePeriod      arg4(1.0f);
+    instance.AnimateBy(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative01(void)
+{
+  TestApplication application;
+  Dali::Actor     actor;
+  Dali::Animation instance;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    instance.AnimateTo(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative02(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::TimePeriod      arg3(1.0f);
+    instance.AnimateTo(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative03(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    instance.AnimateTo(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative04(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  Dali::Actor     actor;
+  try
+  {
+    Dali::Property        arg1(actor, Actor::Property::POSITION);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    Dali::TimePeriod      arg4(1.0f);
+    instance.AnimateTo(arg1, arg2, arg3, arg4);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    float arg1(0.0f);
+    instance.PlayAfter(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDurationNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetDuration();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetEndActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetEndAction();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetPlayRangeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetPlayRange();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetLoopingMode();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetSpeedFactorNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetSpeedFactor();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDisconnectActionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetDisconnectAction();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetDefaultAlphaFunctionNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetDefaultAlphaFunction();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationGetStateNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.GetState();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationIsLoopingNegative(void)
+{
+  TestApplication application;
+  Dali::Animation instance;
+  try
+  {
+    instance.IsLooping();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliKeyFramesAddNegative01(void)
+{
+  TestApplication application;
+  Dali::KeyFrames instance;
+  try
+  {
+    float                 arg1(0.0f);
+    Dali::Property::Value arg2;
+    instance.Add(arg1, arg2);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliKeyFramesAddNegative02(void)
+{
+  TestApplication application;
+  Dali::KeyFrames instance;
+  try
+  {
+    float                 arg1(0.0f);
+    Dali::Property::Value arg2;
+    Dali::AlphaFunction   arg3;
+    instance.Add(arg1, arg2, arg3);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliKeyFramesGetTypeNegative(void)
+{
+  TestApplication application;
+  Dali::KeyFrames instance;
+  try
+  {
+    instance.GetType();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationSetGetBlendPoint(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_EQUALS(animation.GetBlendPoint(), 0.0f, 0.01f, TEST_LOCATION);
+
+  animation.SetBlendPoint(0.5f);
+
+  DALI_TEST_EQUALS(animation.GetBlendPoint(), 0.5f, 0.01f, TEST_LOCATION);
+
+  animation.SetBlendPoint(-0.5f);
+
+  DALI_TEST_EQUALS(animation.GetBlendPoint(), 0.5f, 0.01f, TEST_LOCATION);
+
+  animation.SetBlendPoint(1.5f);
+
+  DALI_TEST_EQUALS(animation.GetBlendPoint(), 0.5f, 0.01f, TEST_LOCATION);
+
+  animation.SetBlendPoint(0.7f);
+
+  DALI_TEST_EQUALS(animation.GetBlendPoint(), 0.7f, 0.01f, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayBlendFloatCubic(void)
+{
+  TestApplication application;
 
-  tet_infoline( "Animation Progress PlayRange as 10% ~ 90%" );
-  animation.SetPlayRange( Vector2( 0.1f, 0.9f ) );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", 0.0f);
 
-  tet_infoline( "Animation Progress notification set to >90% that never can notificated" );
-  DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 );
+  Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, 3.0f);
+  keyframes.Add(0.4f, 1.0f);
+  keyframes.Add(0.6f, 1.0f);
+  keyframes.Add(1.0f, 3.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR, Animation::Interpolation::CUBIC);
 
   application.SendNotification();
-  application.Render( );
-
-  progressCheck.CheckSignalNotReceived();
+  application.Render(20);
 
+  animation.SetBlendPoint(0.5f);
   animation.Play();
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*0.25*1000.0f ); // 35% progress
-  DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(250);
 
-  tet_infoline( "Animation at 35%" );
-
-  progressCheck.CheckSignalNotReceived();
+  float value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 0.989258f, 0.05f, TEST_LOCATION); // original value : 1.603516 (Same value as when progress is 0.75.)
+                                                            // current value : 0.0f
+                                                            // value when progress is 0.5 : 0.75
 
   application.SendNotification();
-  application.Render(durationSeconds*0.25*1000.0f ); // 60% progress
-  application.SendNotification();
-  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-  tet_infoline( "Animation at 60%" );
+  application.Render(250);
 
-  progressCheck.CheckSignalNotReceived();
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 0.750000f, 0.05f, TEST_LOCATION); // value is less than 1.0f
 
-  application.Render(durationSeconds*0.25*1000.0f ); // 85% progress
-  tet_infoline( "Animation at 85%" );
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(250);
 
-  progressCheck.CheckSignalNotReceived();
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.603516f, 0.05f, TEST_LOCATION);
 
-  application.Render(durationSeconds*0.25*1000.0f ); // 90% progress
-  tet_infoline( "Animation over 90%" );
   application.SendNotification();
+  application.Render(250);
 
-  // progress never signaled because playrange is 90%
-  progressCheck.CheckSignalNotReceived();
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 3.0f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationProgressCallbackLongDurationP(void)
+int UtcDaliAnimationPlayBlendFloat1(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", 0.0f);
 
-  // Build the animation
-  Animation animation = Animation::New(0.0f);
-
-  //Set duration
-  float durationSeconds(5.0f);
-  animation.SetDuration(durationSeconds);
-
-  bool finishedSignalReceived(false);
-  bool progressSignalReceived(false);
-
-  AnimationFinishCheck finishCheck(finishedSignalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, 1.0f);
+  keyframes.Add(0.2f, 2.0f);
+  keyframes.Add(0.4f, 3.0f);
+  keyframes.Add(0.6f, 4.0f);
+  keyframes.Add(0.8f, 5.0f);
+  keyframes.Add(1.0f, 6.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
-  AnimationProgressCheck progressCheck(progressSignalReceived);
-  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
   application.SendNotification();
+  application.Render(20);
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
-
-  tet_infoline( "Animation Progress notification set to 50%" );
-  DevelAnimation::SetProgressNotification( animation, 0.5f );
+  animation.SetBlendPoint(0.9f);
+  animation.Play();
 
   application.SendNotification();
-  application.Render( );
+  application.Render(250);
 
-  progressCheck.CheckSignalNotReceived();
-
-  animation.Play();
+  float value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.728395f, 0.05f, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(0); // start animation
-  application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
-  DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(250);
 
-  tet_infoline( "Animation at 25%" );
-
-  progressCheck.CheckSignalNotReceived();
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 3.302469f, 0.05f, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
-  application.SendNotification();
-  tet_infoline( "Animation at 50%" );
-  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-  progressCheck.CheckSignalReceived();
+  application.Render(250);
 
-  tet_infoline( "Progress check reset" );
-  progressCheck.Reset();
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 4.722222f, 0.05f, TEST_LOCATION);
 
-  application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
-  tet_infoline( "Animation at 75%" );
   application.SendNotification();
+  application.Render(250);
 
-  DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-  progressCheck.CheckSignalNotReceived();
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 6.0f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByInvalidParameters(void)
+int UtcDaliAnimationPlayBlendFloat2(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", 0.0f);
 
-  // Create the animation
   Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, 0.0f);
+  keyframes.Add(1.0f, 1.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable property (STRING)
-    animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) );
-  }, "Property type is not animatable" );
-
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable property (MATRIX)
-    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE );
-    animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) );
-  }, "Property type is not animatable" );
+  application.SendNotification();
+  application.Render(20);
 
-  // AnimateBy
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (NONE)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() );
-  }, "Target value is not animatable" );
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (STRING)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") );
-  }, "Target value is not animatable" );
+  application.SendNotification();
+  application.Render(250);
 
-  DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR3, FLOAT)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) );
-  }, "Property and target types don't match" );
+  float value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 0.25f, 0.05f, TEST_LOCATION);
 
-  DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR3.A, VECTOR2)
-    animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) );
-  }, "Property and target types don't match" );
+  application.SendNotification();
+  application.Render(250);
 
-  DALI_TEST_ASSERTION(
-  {
-    // negative duration
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
-  }, "Duration must be >=0" );
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 0.5f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToInvalidParameters(void)
+int UtcDaliAnimationPlayBlendFloat3(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", 0.0f);
 
-  // Create the animation
   Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, 1.0f);
+  keyframes.Add(1.0f, 2.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
-  // AnimateTo
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable property (MAP)
-    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE );
-    animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) );
-  }, "Property type is not animatable" );
-
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (NONE)
-    animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() );
-  }, "Property type is not animatable" );
+  application.SendNotification();
+  application.Render(20);
 
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (ARRAY)
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) );
-  }, "Target value is not animatable" );
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (RECTANGLE)
-    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect<int32_t>() ) );
-  }, "Target value is not animatable" );
+  application.SendNotification();
+  application.Render(250);
 
-  DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (FLOAT, INT)
-    animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) );
-  }, "Property and target types don't match" );
+  float value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.0f, 0.05f, TEST_LOCATION);
 
-  DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR3, VECTOR2)
-    animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) );
-  }, "Property and target types don't match" );
+  application.SendNotification();
+  application.Render(250);
 
-  DALI_TEST_ASSERTION(
-  {
-    // negative duration
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
-  }, "Duration must be >=0" );
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.5f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
+int UtcDaliAnimationPlayBlendFloat4(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", 0.0f);
 
-  // Create the animation
   Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, 1.0f);
+  keyframes.Add(1.0f, 2.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
-  // AnimateBetween
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable property (ARRAY)
-    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE );
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) );
-    animation.AnimateBetween( Property( actor, index ), keyframes );
-  }, "Property type is not animatable" );
-
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (NONE)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value() );
-    animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes );
-  }, "Property type is not animatable" );
+  application.SendNotification();
+  application.Render(20);
 
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (EXTENTS)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws
-    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
-  }, "Property type is not animatable" );
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
-  DALI_TEST_ASSERTION(
-  {
-    // non animateable target (RECTANGLE)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws
-    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
-  }, "Property type is not animatable" );
+  application.SendNotification();
+  application.Render(250);
 
-  DALI_TEST_ASSERTION(
-  {
-    // not mathing properties (VECTOR2, VECTOR4)
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) );
-    animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes );
-  }, "Property and target types don't match" );
+  float value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.0f, 0.05f, TEST_LOCATION);
 
-  DALI_TEST_ASSERTION(
-  {
-    // negative duration
-    KeyFrames keyframes = KeyFrames::New();
-    keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) );
-    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) );
-  }, "Duration must be >=0" );
+  application.SendNotification();
+  application.Render(250);
 
-  END_TEST;
-}
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.5f, 0.05f, TEST_LOCATION);
 
-namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases
-{
-enum TestFunction
-{
-  STOP,
-  CLEAR
-};
+  application.SendNotification();
+  application.Render(550);
 
-void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName )
-{
-  tet_printf( "Testing %s\n", testName );
+  actor.SetProperty(index, 0.0f);
+  animation.Play();
 
-  // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
-  // This test checks that that is being done
+  application.SendNotification();
+  application.Render(250);
 
-  const float durationSeconds( 1.0f );
-  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
-  const Vector3 originalPosition( Vector3::ZERO );
-  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
-  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.0f, 0.05f, TEST_LOCATION);
 
-  struct ExpectedValue
-  {
-    Animation::EndAction endAction;
-    Vector3 expectedGetPropertyValue;
-  };
+  application.SendNotification();
+  application.Render(250);
 
-  ExpectedValue expectedValueTable[] =
-  {
-   { Animation::Bake,      halfWayToTarget  }, // When baking, the current value is the final value.
-   { Animation::BakeFinal, targetPosition   }, // When BakeFinal, we should jump to the final value when clearing or stopping.
-   { Animation::Discard,   originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
-  };
-  const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
+  value = actor.GetCurrentProperty<float>(index);
+  DALI_TEST_EQUALS(value, 1.5f, 0.05f, TEST_LOCATION);
 
-  for( auto i = 0u; i < expectedValueTableCount; ++i  )
-  {
-    TestApplication application;
+  END_TEST;
+}
 
-    Actor actor = Actor::New();
-    application.GetScene().Add(actor);
+int UtcDaliAnimationPlayBlendInt(void)
+{
+  TestApplication application;
 
-    // Build the animation
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetEndAction( expectedValueTable[ i ].endAction );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", 0);
 
-    // Start the animation
-    animation.Play();
+  Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, 100);
+  keyframes.Add(1.0f, 200);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
-    application.SendNotification();
-    application.Render( halfAnimationDuration );
+  application.SendNotification();
+  application.Render(20);
 
-    // Stop or Clear the animation early, both have the same effect
-    if( functionToTest == TestFunction::STOP )
-    {
-      animation.Stop();
-    }
-    else
-    {
-      animation.Clear();
-    }
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
-    // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(250);
 
-    // After one frame, both values should match regardless of the End Action
-    application.SendNotification();
-    application.Render();
+  int32_t value = actor.GetCurrentProperty<int32_t>(index);
+  DALI_TEST_EQUALS(value, 100, TEST_LOCATION);
 
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
-  }
-}
-} // unnamed namespace
+  application.SendNotification();
+  application.Render(250);
 
-int UtcDaliAnimationStopPropertyValue(void)
-{
-  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" );
-  END_TEST;
-}
+  value = actor.GetCurrentProperty<int32_t>(index);
+  DALI_TEST_EQUALS(value, 150, TEST_LOCATION);
 
-int UtcDaliAnimationClearPropertyValue(void)
-{
-  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" );
   END_TEST;
 }
 
-int UtcDaliAnimationPausePropertyValue(void)
+int UtcDaliAnimationPlayBlendVector2(void)
 {
-  const float durationSeconds( 1.0f );
-  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
-  const Vector3 originalPosition( Vector3::ZERO );
-  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
-  const Vector3 halfWayToTarget( targetPosition * 0.5f );
-
-  Animation::EndAction endActions[] =
-  {
-   Animation::Bake,
-   Animation::BakeFinal,
-   Animation::Discard,
-  };
-  const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
-
-  // For all end actions, when pausing, we stay at the current value
-  for( auto i = 0u; i < endActionCount; ++i  )
-  {
-    TestApplication application;
+  TestApplication application;
 
-    Actor actor = Actor::New();
-    application.GetScene().Add(actor);
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", Vector2::ZERO);
 
-    // Build the animation
-    Animation animation = Animation::New( durationSeconds );
-    animation.SetEndAction( endActions[ i ] );
-    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+  Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, Vector2::ONE);
+  keyframes.Add(1.0f, Vector2::ONE * 2.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
-    // Start the animation
-    animation.Play();
+  application.SendNotification();
+  application.Render(20);
 
-    application.SendNotification();
-    application.Render( halfAnimationDuration );
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
-    // Puase the animation early
-    animation.Pause();
+  application.SendNotification();
+  application.Render(250);
 
-    // The event side property should be set the current value immediately, the update side property will still only be halfway
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+  Vector2 value = actor.GetCurrentProperty<Vector2>(index);
+  DALI_TEST_EQUALS(value, Vector2::ONE, 0.05f, TEST_LOCATION);
 
-    // After one frame, both values should match regardless of the End Action
-    application.SendNotification();
-    application.Render();
+  application.SendNotification();
+  application.Render(250);
 
-    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
-    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
-  }
+  value = actor.GetCurrentProperty<Vector2>(index);
+  DALI_TEST_EQUALS(value, Vector2::ONE * 1.5f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationPlayFromWithLoopCount(void)
+int UtcDaliAnimationPlayBlendVector3(void)
 {
   TestApplication application;
 
-  auto actor = Actor::New();
-  application.GetScene().Add( actor );
-
-  auto animation = Animation::New( 1.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f );
-  animation.SetLoopCount( 2 );
-  animation.Play();
-
-  application.SendNotification();
-  application.Render( 1001 );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", Vector3::ZERO);
 
-  // One loop completed
+  Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, Vector3::ONE);
+  keyframes.Add(1.0f, Vector3::ONE * 2.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
-  application.Render( 2005 );
   application.SendNotification();
+  application.Render(20);
 
-  // 2 loops should have completed
-  DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION );
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
-  // Another render needs to occur after all the loops end
   application.SendNotification();
-  application.Render( 1000 );
+  application.Render(250);
 
-  // Stop the animation and use PlayFrom, previously we got an Assert here
-  animation.Stop();
-  animation.PlayFrom( 0.5f );
+  Vector3 value = actor.GetCurrentProperty<Vector3>(index);
+  DALI_TEST_EQUALS(value, Vector3::ONE, 0.05f, TEST_LOCATION);
 
   application.SendNotification();
-  application.Render( 1000 );
+  application.Render(250);
 
-  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  value = actor.GetCurrentProperty<Vector3>(index);
+  DALI_TEST_EQUALS(value, Vector3::ONE * 1.5f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationCombineToAndByWithStop(void)
+int UtcDaliAnimationPlayBlendVector4(void)
 {
-  tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
-
   TestApplication application;
 
-  auto actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector2( 100.0f, 100.0f ));
-  application.GetScene().Add( actor );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", Vector4::ZERO);
 
-  auto animation = Animation::New( 1.0f );
-  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
-  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) );
-  animation.Play();
+  Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, Vector4::ONE);
+  keyframes.Add(1.0f, Vector4::ONE * 2.0f);
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
   application.SendNotification();
-  application.Render( 500 );
+  application.Render(20);
 
-  application.SendNotification();
-  application.Render( 500 );
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
   application.SendNotification();
-  application.Render( 500 );
+  application.Render(250);
 
-  // Stop and clear the animation using the current values
-  animation.Stop();
-  animation.Clear();
+  Vector4 value = actor.GetCurrentProperty<Vector4>(index);
+  DALI_TEST_EQUALS(value, Vector4::ONE, 0.05f, TEST_LOCATION);
 
-  // Check the y position, it should be the same as before
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(250);
+
+  value = actor.GetCurrentProperty<Vector4>(index);
+  DALI_TEST_EQUALS(value, Vector4::ONE * 1.5f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationCountAndGetAnimationAt(void)
+int UtcDaliAnimationPlayBlendQuaternion(void)
 {
-  tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt");
-
   TestApplication application;
 
-  auto actor = Actor::New();
-  actor.SetProperty( Actor::Property::POSITION, Vector2( 100.0f, 100.0f ));
-  application.GetScene().Add( actor );
+  Actor actor = Actor::New();
+  application.GetScene().Add(actor);
+  Property::Index index = actor.RegisterProperty("property", Quaternion(Dali::Radian(0.0f), Vector3::ZAXIS));
 
-  auto animation = Animation::New( 1.0f );
-  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
-  animation.Play();
+  Animation animation = Animation::New(1.0f);
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add(0.0f, Quaternion(Dali::Radian(1.0f), Vector3::ZAXIS));
+  keyframes.Add(1.0f, Quaternion(Dali::Radian(2.0f), Vector3::ZAXIS));
+  animation.AnimateBetween(Property(actor, index), keyframes, AlphaFunction::LINEAR);
 
   application.SendNotification();
-  application.Render( 500 );
+  application.Render(20);
 
-  uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
-  DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION );
+  animation.SetBlendPoint(0.5f);
+  animation.Play();
 
-  DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) );
+  application.SendNotification();
+  application.Render(250);
 
-  Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 );
-  DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION );
+  Quaternion   value = actor.GetCurrentProperty<Quaternion>(index);
+  Vector3      axis;
+  Dali::Radian angle;
+  DALI_TEST_EQUALS(value.ToAxisAngle(axis, angle), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(angle.radian, 1.0f, 0.05f, TEST_LOCATION);
 
-  DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION );
-  DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION );
+  application.SendNotification();
+  application.Render(250);
 
-  // Stop and clear the animation using the current values
-  animation.Stop();
-  animation.Clear();
+  value = actor.GetCurrentProperty<Quaternion>(index);
+  DALI_TEST_EQUALS(value.ToAxisAngle(axis, angle), true, TEST_LOCATION);
+  DALI_TEST_EQUALS(angle.radian, 1.5f, 0.05f, TEST_LOCATION);
 
   END_TEST;
 }