Ensure cached values of properties animated using AnimateTo are updated
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index 5eddc14..2a46bf5 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
@@ -20,6 +20,8 @@
 
 #include <stdlib.h>
 #include <dali/public-api/dali-core.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/object/handle-devel.h>
 #include <dali-test-suite-utils.h>
 
 using std::max;
@@ -183,7 +185,7 @@ int UtcDaliAnimationAssignmentOperatorP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationSetDuratioN(void)
+int UtcDaliAnimationSetDurationP(void)
 {
   TestApplication application;
 
@@ -197,7 +199,7 @@ int UtcDaliAnimationSetDuratioN(void)
 
   // Start the animation
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animation.Play();
 
   bool signalReceived(false);
@@ -260,7 +262,7 @@ int UtcDaliAnimationSetDurationN(void)
   END_TEST;
 }
 
-int UtcDaliAnimationGetDuratioN(void)
+int UtcDaliAnimationGetDurationP(void)
 {
   TestApplication application;
 
@@ -283,7 +285,7 @@ int UtcDaliAnimationSetLoopingP(void)
   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, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.SetLooping(true);
@@ -336,19 +338,7 @@ int UtcDaliAnimationSetLoopingP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationIsLoopingP(void)
-{
-  TestApplication application;
-
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(!animation.IsLooping());
-
-  animation.SetLooping(true);
-  DALI_TEST_CHECK(animation.IsLooping());
-  END_TEST;
-}
-
-int UtcDaliAnimationSetEndActioN(void)
+int UtcDaliAnimationSetLoopCountP(void)
 {
   TestApplication application;
 
@@ -358,323 +348,304 @@ int UtcDaliAnimationSetEndActioN(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
-
   Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
+  application.Render(0);
   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.Render(0);
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-
-  // Go back to the start
-  actor.SetPosition(Vector3::ZERO);
+  application.Render(0);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
-
-  // Test BakeFinal, animate again, for half the duration
-  finishCheck.Reset();
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
-  animation.Play();
-
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
 
-  // Stop the animation early
-  animation.Stop();
+  // Loop
+  float intervalSeconds = 3.0f;
 
-  // We did NOT expect the animation to finish
+  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(0);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
 
-  // The position should be same with target position in the next frame
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-  // Go back to the start
-  actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), 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.Play();
 
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
 
-  // We did expect the animation to finish
+  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.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-
-  // The position should be discarded in the next frame
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationGetEndActioN(void)
+int UtcDaliAnimationSetLoopCountP2(void)
 {
   TestApplication application;
 
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+  //
+  // switching between forever and loop count
+  //
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
 
+  // Build the animation
+  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);
   animation.SetEndAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
 
-  animation.SetEndAction(Animation::BakeFinal);
-  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+  // Start the animation
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
+  animation.Play();
 
-  END_TEST;
-}
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-int UtcDaliAnimationSetDisconnectActioN(void)
-{
-  TestApplication application;
-  Stage stage( Stage::GetCurrent() );
+  float intervalSeconds = 3.0f;
 
-  // Default: BakeFinal
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  finishCheck.Reset();
 
-    // Start the animation
-    animation.Play();
+  // Loop forever
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    actor.Unparent();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    application.SendNotification();
-    application.Render();
+  finishCheck.Reset();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-  }
+  // Loop N again
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
+  animation.Play();
 
-  // Bake
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Bake );
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  finishCheck.Reset();
 
-    // Start the animation
-    animation.Play();
+  // loop forever
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    actor.Unparent();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    application.SendNotification();
-    application.Render();
+  finishCheck.Reset();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
-  }
+  // Loop N again
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-  // Discard
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
-    animation.SetDisconnectAction( Animation::Discard );
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived(); // we never hit play
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  finishCheck.Reset();
 
-    // Start the animation
-    animation.Play();
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  END_TEST;
+}
 
-    actor.Unparent();
+int UtcDaliAnimationSetLoopCountP3(void)
+{
+  TestApplication application;
 
-    application.SendNotification();
-    application.Render();
+  //
+  // switching between forever and loop count
+  //
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-  }
+  // Build the animation
+  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);
+  animation.SetEndAction(Animation::Discard);
 
-  // Don't play the animation: disconnect action should not be applied
-  {
-    Actor actor = Actor::New();
-    stage.Add(actor);
+  float intervalSeconds = 3.0f;
 
-    // Build the animation
-    float durationSeconds(1.0f);
-    Animation animation = Animation::New(durationSeconds);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
-    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  // loop forever
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-    application.SendNotification();
-    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    actor.Unparent();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-    application.SendNotification();
-    application.Render();
+  finishCheck.Reset();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-  }
+  // Loop N again
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
 
-  END_TEST;
-}
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-int UtcDaliAnimationGetDisconnectActioN(void)
-{
-  TestApplication application;
-  Animation animation = Animation::New(1.0f);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived(); // we never hit play
 
-  animation.SetDisconnectAction(Animation::Discard);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+  finishCheck.Reset();
 
-  animation.SetDisconnectAction(Animation::Bake);
-  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
 
   END_TEST;
 }
 
-int UtcDaliAnimationSetDefaultAlphaFunctioN(void)
-{
-  TestApplication application;
-
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
-  DALI_TEST_EQUALS(func(0.1f), AlphaFunctions::Linear(0.1f), TEST_LOCATION);
-
-  animation.SetDefaultAlphaFunction(AlphaFunctions::EaseIn);
-  AlphaFunction func2 = animation.GetDefaultAlphaFunction();
-  DALI_TEST_CHECK(func2(0.1f) < AlphaFunctions::Linear(0.1f)); // less progress when easing-in
-  END_TEST;
-}
-
-int UtcDaliAnimationGetDefaultAlphaFunctioN(void)
-{
-  TestApplication application;
-
-  Animation animation = Animation::New(1.0f);
-  AlphaFunction func = animation.GetDefaultAlphaFunction();
-
-  // Test that the default is linear
-  DALI_TEST_EQUALS(func(0.1f), AlphaFunctions::Linear(0.1f), TEST_LOCATION);
-
-  animation.SetDefaultAlphaFunction(AlphaFunctions::EaseIn);
-  AlphaFunction func2 = animation.GetDefaultAlphaFunction();
-  DALI_TEST_CHECK(func2(0.1f) < AlphaFunctions::Linear(0.1f)); // less progress when easing-in
-
-  END_TEST;
-}
-
-int UtcDaliAnimationSetCurrentProgressP(void)
+int UtcDaliAnimationSetLoopCountP4(void)
 {
   TestApplication application;
 
+  //
+  // ..and play again
+  //
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New(0.0f);
-
-  //Set duration
   float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animation.SetEndAction(Animation::Bake);
+
+  float intervalSeconds = 3.0f;
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
-  // Start the animation from 40% progress
-  animation.SetCurrentProgress( 0.4f );
+  animation.SetLoopCount(1);
   animation.Play();
+  DALI_TEST_CHECK(!animation.IsLooping());
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
+  finishCheck.CheckSignalReceived();
 
-  //Set the progress to 70%
-  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 );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
+
+  finishCheck.Reset();
+
+  animation.Play(); // again
+  DALI_TEST_CHECK(!animation.IsLooping());
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalReceived();
+
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationSetCurrentProgressN(void)
+int UtcDaliAnimationGetLoopCountP(void)
 {
   TestApplication application;
 
@@ -682,32 +653,48 @@ int UtcDaliAnimationSetCurrentProgressN(void)
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New(0.0f);
-
-  //Set duration
   float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+  // Start the animation
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
+  DALI_TEST_CHECK(3 == animation.GetLoopCount());
+
+  animation.Play();
+
+  application.Render(0);
   application.SendNotification();
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  // Loop
+  float intervalSeconds = 3.0f;
 
-  //Trying to set the current cursor outside the range [0..1] is ignored
-  animation.SetCurrentProgress( -1.0f);
+  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();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  animation.SetCurrentProgress( 100.0f);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  animation.SetLoopCount(0);
+  DALI_TEST_CHECK(animation.IsLooping());
+  DALI_TEST_CHECK(0 == animation.GetLoopCount());
+
+  animation.SetLoopCount(1);
+  DALI_TEST_CHECK(!animation.IsLooping());
+  DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
   END_TEST;
 }
 
-int UtcDaliAnimationGetCurrentProgressP(void)
+
+int UtcDaliAnimationGetCurrentLoopP(void)
 {
   TestApplication application;
 
@@ -715,65 +702,71 @@ int UtcDaliAnimationGetCurrentProgressP(void)
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  Animation animation = Animation::New(0.0f);
-  animation.Play();
-
-  //Test GetCurrentProgress return 0.0 as the duration is 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-  animation.SetCurrentProgress( 0.5f );
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(100.0f));
-
-  //Progress should still be 0.0
-  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-
-  //Set duration
   float durationSeconds(1.0f);
-  animation.SetDuration(durationSeconds);
-  application.SendNotification();
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation
+  animation.SetLoopCount(3);
+  DALI_TEST_CHECK(animation.IsLooping());
+  DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
+  animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
 
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  application.SendNotification();
 
-  // Start the animation from 40% progress
-  animation.SetCurrentProgress( 0.4f );
-  animation.Play();
+  // Loop
+  float intervalSeconds = 3.0f;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
 
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
-  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-  //Set the progress to 70%
-  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 );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+  DALI_TEST_CHECK(animation.GetLoopCount() == animation.GetCurrentLoop());
+
+  finishCheck.Reset();
 
+  application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
-  // We did expect the animation to finish
+  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.CheckSignalReceived();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+
+  END_TEST;
+}
+
+int UtcDaliAnimationIsLoopingP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(!animation.IsLooping());
+
+  animation.SetLooping(true);
+  DALI_TEST_CHECK(animation.IsLooping());
   END_TEST;
 }
 
-int UtcDaliAnimationSetSpeedFactorP(void)
+int UtcDaliAnimationSetEndActioN(void)
 {
   TestApplication application;
 
@@ -783,17 +776,10 @@ int UtcDaliAnimationSetSpeedFactorP(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
 
-  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
-  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-
-  KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( 0.0f, initialPosition);
-  keyframes.Add( 1.0f, targetPosition );
-  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunctions::Linear);
-
-  //Set speed to be x2
-  animation.SetSpeedFactor(2.0f);
+  Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
@@ -803,254 +789,247 @@ int UtcDaliAnimationSetSpeedFactorP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
   DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+  // Go back to the start
+  actor.SetPosition(Vector3::ZERO);
+  application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
 
+  // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
-
-  //Test -1 speed factor. Animation will play in reverse at normal speed
-  animation.SetSpeedFactor( -1.0f );
-
-  // Start the animation
+  animation.SetEndAction(Animation::BakeFinal);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
   animation.Play();
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  // Stop the animation early
+  animation.Stop();
 
-  // We didn't expect the animation to finish yet
+  // We did NOT expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  // The position should be same with target position in the next frame
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  // Go back to the start
+  actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  // 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.Play();
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  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.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+  // The position should be discarded in the next frame
+  application.Render(0);
+  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  END_TEST;
+}
 
-  //Test change speed factor on the fly
-  finishCheck.Reset();
+int UtcDaliAnimationGetEndActionP(void)
+{
+  TestApplication application;
 
-  //Set speed to be half of normal speed
-  animation.SetSpeedFactor( 0.5f );
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
 
-  // Start the animation
-  animation.Play();
+  animation.SetEndAction(Animation::Discard);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+  animation.SetEndAction(Animation::BakeFinal);
+  DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+  END_TEST;
+}
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+int UtcDaliAnimationSetDisconnectActionP(void)
+{
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  // Default: BakeFinal
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  //Change speed factor while animation still playing.
-  animation.SetSpeedFactor(-1.0f);
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+    // Start the animation
+    animation.Play();
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
+    actor.Unparent();
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+    application.SendNotification();
+    application.Render();
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  END_TEST;
-}
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  }
 
-int UtcDaliAnimationGetSpeedFactorP(void)
-{
-  TestApplication application;
+  // Bake
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-  Animation animation = Animation::New(1.0f);
-  animation.SetSpeedFactor(0.5f);
-  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetDisconnectAction( Animation::Bake );
 
-  animation.SetSpeedFactor(-2.5f);
-  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
-  END_TEST;
-}
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-int UtcDaliAnimationSetPlayRangeP(void)
-{
-  TestApplication application;
+    // Start the animation
+    animation.Play();
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
 
-  // Build the animation
-  float durationSeconds( 1.0f );
-  Animation animation = Animation::New( durationSeconds );
+    actor.Unparent();
 
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
-  application.SendNotification();
+    application.SendNotification();
+    application.Render();
 
-  // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2( 0.4f, 0.9f ) );
-  application.SendNotification();
-  DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+  }
 
-  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
-  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunctions::Linear );
+  // Discard
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
 
-  // Start the animation from 40% progress
-  animation.Play();
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetDisconnectAction( Animation::Discard );
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% progress */ );
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.6f ), TEST_LOCATION );
+    // Start the animation
+    animation.Play();
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
 
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
+    actor.Unparent();
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  }
+
+  // Don't play the animation: disconnect action should not be applied
+  {
+    Actor actor = Actor::New();
+    stage.Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.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*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  }
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationSetPlayRangeN(void)
+int UtcDaliAnimationGetDisconnectActionP(void)
 {
   TestApplication application;
+  Animation animation = Animation::New(1.0f);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  animation.SetDisconnectAction(Animation::Discard);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
 
-  // Build the animation
-  Animation animation = Animation::New(0);
-  application.SendNotification();
+  animation.SetDisconnectAction(Animation::Bake);
+  DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
 
-  //PlayRange out of bounds
-  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
-  application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
-  animation.SetPlayRange( Vector2(0.0f,2.0f) );
-  application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  END_TEST;
+}
 
-  //If playRange is not in the correct order it has to be ordered
-  animation.SetPlayRange( Vector2(0.8f,0.2f) );
-  application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+int UtcDaliAnimationSetDefaultAlphaFunctionP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  AlphaFunction func = animation.GetDefaultAlphaFunction();
+  DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
 
+  animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+  AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+  DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
   END_TEST;
 }
 
-int UtcDaliAnimationGetPlayRangeP(void)
+int UtcDaliAnimationGetDefaultAlphaFunctionP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
-
-  // Build the animation
-  Animation animation = Animation::New( 1.0f );
-  application.SendNotification();
+  Animation animation = Animation::New(1.0f);
+  AlphaFunction func = animation.GetDefaultAlphaFunction();
 
-  //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 );
+  // Test that the default is linear
+  DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
 
-  // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
-  application.SendNotification();
-  DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
+  animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+  AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+  DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliAnimationPlayP(void)
+int UtcDaliAnimationSetCurrentProgressP(void)
 {
   TestApplication application;
 
@@ -1058,36 +1037,24 @@ int UtcDaliAnimationPlayP(void)
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  Animation animation = Animation::New(0.0f);
 
-  // Start the animation
-  animation.Play();
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
-
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  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 */);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  // Start the animation from 40% progress
+  animation.SetCurrentProgress( 0.4f );
+  animation.Play();
 
-  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 */);
 
@@ -1095,20 +1062,23 @@ int UtcDaliAnimationPlayP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
-  // We didn't expect the animation to finish yet
+  //Set the progress to 70%
+  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.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), 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*/);
-
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
@@ -1122,55 +1092,76 @@ int UtcDaliAnimationPlayP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStageP(void)
+int UtcDaliAnimationSetCurrentProgressN(void)
 {
-  // Test that an animation can be played, when the actor is off-stage.
-  // When the actor is added to the stage, it should appear at the current position
-  // i.e. where it would have been anyway, if on-stage from the beginning.
-
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
-  // Not added to the stage!
+  Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.SetDisconnectAction( Animation::Discard );
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  Animation animation = Animation::New(0.0f);
 
-  // Start the animation
-  animation.Play();
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  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);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  animation.SetCurrentProgress( 100.0f);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  END_TEST;
+}
 
-  // Add to the stage
+int UtcDaliAnimationGetCurrentProgressP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
 
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+  animation.Play();
+
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  animation.SetCurrentProgress( 0.5f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(100.0f));
 
-  // We didn't expect the animation to finish yet
+  //Progress should still be 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
 
-  // Remove from the stage
-  Stage::GetCurrent().Remove(actor);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+
+  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.SetCurrentProgress( 0.4f );
+  animation.Play();
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -1178,68 +1169,58 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // Add to the stage
-  Stage::GetCurrent().Add(actor);
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.SendNotification();
 
+  //Set the progress to 70%
+  animation.SetCurrentProgress( 0.7f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
-
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayDiscardHandleP(void)
+int UtcDaliAnimationSetSpeedFactorP1(void)
 {
   TestApplication application;
 
+  tet_printf("Testing that setting a speed factor of 2 takes half the time\n");
+
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
 
-  // Start the animation
-  animation.Play();
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
-  // This is a test of the "Fire and Forget" behaviour
-  // Discard the animation handle!
-  animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  //Set speed to be x2
+  animation.SetSpeedFactor(2.0f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  // Start the animation
+  animation.Play();
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
@@ -1249,15 +1230,6 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
-
-  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
@@ -1265,8 +1237,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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*100.0f) + 1u/*just beyond half the duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
@@ -1278,10 +1249,11 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
   DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
   END_TEST;
 }
 
-int UtcDaliAnimationPlayStopDiscardHandleP(void)
+int UtcDaliAnimationSetSpeedFactorP2(void)
 {
   TestApplication application;
 
@@ -1291,8 +1263,17 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // 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, AlphaFunctions::Linear);
+
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+  tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n");
+  animation.SetSpeedFactor( -1.0f );
 
   // Start the animation
   animation.Play();
@@ -1302,55 +1283,51 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), 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 );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  // We expect the animation to finish at 20% progress
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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)/* 20% progress */);
 
-  // Check that nothing has changed
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
-  // Check that nothing has changed
+  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  // Check that nothing has changed
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayRangeP(void)
+int UtcDaliAnimationSetSpeedFactorP3(void)
 {
   TestApplication application;
 
@@ -1360,101 +1337,74 @@ int UtcDaliAnimationPlayRangeP(void)
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  KeyFrames keyframes = KeyFrames::New();
-  keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
-  keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
 
-  animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
 
-  // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2(0.4f,0.8f) );
-  animation.Play();
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
   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 );
+  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 );
+
+  // Start the animation
+  animation.Play();
+
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
-  animation.SetCurrentProgress( 0.2f );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
 
-  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)/* 40% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+  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.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
-
-
-  //Loop inside the range
-  finishCheck.Reset();
-  animation.SetLooping( true );
-  animation.Play();
-  application.SendNotification();
-  float intervalSeconds = 0.1f;
-  float progress = 0.4f;
-  for (int iterations = 0; iterations < 10; ++iterations )
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-
-    progress += intervalSeconds;
-    if (progress > 0.8f)
-    {
-      progress = progress - 0.4f;
-    }
-
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
-  }
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-
-  //Test change range on the fly
-  animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
-  application.SendNotification();
-
-  for (int iterations = 0; iterations < 10; ++iterations )
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-
-    progress += intervalSeconds;
-    if (progress > 0.9f)
-    {
-      progress = progress - 0.7f;
-    }
-
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
-  }
-
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayFromP(void)
+
+int UtcDaliAnimationSetSpeedFactorP4(void)
 {
   TestApplication application;
 
@@ -1464,241 +1414,496 @@ int UtcDaliAnimationPlayFromP(void)
   // 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, AlphaFunctions::Linear);
 
-  // Start the animation from 40% progress
-  animation.PlayFrom( 0.4f );
+  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);
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
+  tet_printf("Test half speed factor. Animation will take twice the duration\n");
+
+  tet_printf("Set speed to be half of normal speed\n");
+  tet_printf("SetSpeedFactor(0.5f)\n");
+  animation.SetSpeedFactor( 0.5f );
+
+  // Start the animation
+  animation.Play();
+
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
 
-  animation.Play(); // Test that calling play has no effect, when animation is already playing
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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 */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayFromN(void)
+int UtcDaliAnimationSetSpeedFactorAndRange(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  const unsigned int NUM_FRAMES(15);
+
+  struct TestData
+  {
+    float startTime;
+    float endTime;
+    float startX;
+    float endX;
+    float expected[NUM_FRAMES];
+  };
+
+  TestData testData[] = {
+    // 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---------------|                 */
+    /*                                            | 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,
+       /**/
+      }
+    },
+
+    // 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
+      }
+    },
+
+    // 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,
+      }
+    },
+
+    // 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
+       /**/
+      }
+    },
+
+    // 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
+       /**/
+     }
+    },
+    // 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);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  //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 );
+  std::vector<Dali::Actor> actors;
 
-  animation.PlayFrom(100.0f);
+  for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex )
+  {
+    Actor actor = Actor::New();
+    actor.SetPosition( Vector3( testData[actorIndex].startX, 0, 0 ) );
+    actors.push_back(actor);
+    Stage::GetCurrent().Add(actor);
+
+    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);
+    }
+    else
+    {
+      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.SetLooping(true);
+
+  // Start the animation
+  animation.Play();
   application.SendNotification();
-  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  application.Render(0);   // Frame 0 tests initial values
+
+  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  {
+    unsigned int actorIndex = 0u;
+    for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
+    {
+      DALI_TEST_EQUALS( actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
+      if( ! Equals(actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame]) )
+      {
+        tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
+      }
+    }
+
+    if( frame == 8 )
+    {
+      tet_printf("Reverse direction of animation whilst playing after frame 8\n");
+      tet_printf("SetSpeedFactor(-0.5f)\n");
+      animation.SetSpeedFactor(-0.5f);
+      application.SendNotification();
+    }
+    application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+  }
+
   END_TEST;
 }
 
-int UtcDaliAnimationPauseP(void)
+int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  const unsigned int NUM_FRAMES(15);
+
+  struct TestData
+  {
+    float startTime;
+    float endTime;
+    float startX;
+    float endX;
+    float expected[NUM_FRAMES];
+  };
+
+  TestData testData =
+    // 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,
+       /**/
+      }
+    };
+
 
   // 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, AlphaFunctions::Linear);
-
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
-
-  // Start the animation
-  animation.Play();
-
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
-
-  // Pause the animation
-  animation.Pause();
-  application.SendNotification();
+  std::vector<Dali::Actor> actors;
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  Actor actor = Actor::New();
+  actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+  actors.push_back(actor);
+  Stage::GetCurrent().Add(actor);
 
-    // We didn't expect the animation to finish yet
-    application.SendNotification();
-    finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
-  }
+  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);
+
+  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.SetLoopCount(3);
 
-  // Keep going
+  // Start the animation
   animation.Play();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+  application.Render(0);   // Frame 0 tests initial values
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  {
+    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+    application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+    if( frame < NUM_FRAMES-1 )
+    {
+      // We didn't expect the animation to finish yet
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+    }
+  }
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION );
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationStoP(void)
+int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  const unsigned int NUM_FRAMES(15);
+
+  struct TestData
+  {
+    float startTime;
+    float endTime;
+    float startX;
+    float endX;
+    float expected[NUM_FRAMES];
+  };
+
+  TestData testData =
+    // 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);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
-
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
-
-  // Start the animation
-  animation.Play();
-
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  std::vector<Dali::Actor> actors;
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  Actor actor = Actor::New();
+  actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+  actors.push_back(actor);
+  Stage::GetCurrent().Add(actor);
 
-  // Stop the animation
-  animation.Stop();
+  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);
+
+  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.SetLoopCount(3);
+
+  // Start the animation
+  animation.Play();
   application.SendNotification();
+  application.Render(0);   // Frame 0 tests initial values
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
+  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
   {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+    application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+    if( frame < NUM_FRAMES-1 )
+    {
+      // We didn't expect the animation to finish yet
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+    }
   }
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION );
+
   END_TEST;
 }
 
-int UtcDaliAnimationStopSetPositioN(void)
+
+int UtcDaliAnimationGetSpeedFactorP(void)
 {
-  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
-  // i.e. to check that the animation does not interfere with the position set.
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  animation.SetSpeedFactor(0.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
+
+  animation.SetSpeedFactor(-2.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+  END_TEST;
+}
 
+int UtcDaliAnimationSetPlayRangeP(void)
+{
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  Stage::GetCurrent().Add( actor );
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New( durationSeconds );
 
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+  bool signalReceived( false );
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
+  application.SendNotification();
 
-  // Start the animation
-  animation.Play();
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2( 0.4f, 0.9f ) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  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*500.0f)/* 50% progress */);
+  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% progress */ );
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.6f ), TEST_LOCATION );
 
-  // Stop the animation
-  animation.Stop();
-  Vector3 positionSet(2.0f, 3.0f, 4.0f);
-  actor.SetPosition(positionSet);
   application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
 
-  // Loop 5 times
-  for (int i=0; i<5; ++i)
-  {
-    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
 
-    // We did expect the animation to finish
-    application.SendNotification();
-    finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
-  }
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationClearP(void)
+int UtcDaliAnimationSetPlayRangeN(void)
 {
   TestApplication application;
 
@@ -1706,105 +1911,59 @@ int UtcDaliAnimationClearP(void)
   Stage::GetCurrent().Add(actor);
 
   // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunctions::Linear);
-
-  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
-
-  // Clear the animation
-  animation.Clear();
+  Animation animation = Animation::New(0);
   application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
-  // We don't expect the animation to finish now
+  //PlayRange out of bounds
+  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
-
-  // Restart as a scale animation; this should not move the actor's position
-  finishCheck.Reset();
-  actor.SetPosition(Vector3::ZERO);
-  Vector3 targetScale(3.0f, 3.0f, 3.0f);
-  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunctions::Linear );
-  animation.Play();
-
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  animation.SetPlayRange( Vector2(0.0f,2.0f) );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  //If playRange is not in the correct order it has to be ordered
+  animation.SetPlayRange( Vector2(0.8f,0.2f) );
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationFinishedSignalP(void)
+int UtcDaliAnimationGetPlayRangeP(void)
 {
   TestApplication application;
 
-  // Start the empty animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
 
+  // Build the animation
+  Animation animation = Animation::New( 1.0f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
 
-  // We did expect the animation to finish
+  //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 );
+
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleaN(void)
+int UtcDaliAnimationPlayP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  const bool relativeValue(true);
-  const bool finalValue( false || relativeValue );
-  animation.AnimateBy(Property(actor, index), relativeValue);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
@@ -1814,80 +1973,76 @@ int UtcDaliAnimationAnimateByBooleaN(void)
   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*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetProperty<bool>(index) == finalValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-
-  // Repeat with relative value "false" - this should be an NOOP
-  animation = Animation::New(durationSeconds);
-  bool noOpValue(false);
-  animation.AnimateBy(Property(actor, index), noOpValue);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-  // Start the animation
-  animation.Play();
+  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 */);
 
-  finishCheck.Reset();
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
 
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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*50.0f) + 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void)
+int UtcDaliAnimationPlayOffStageP(void)
 {
+  // Test that an animation can be played, when the actor is off-stage.
+  // When the actor is added to the stage, it should appear at the current position
+  // i.e. where it would have been anyway, if on-stage from the beginning.
+
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+  // Not added to the stage!
 
   // 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, AlphaFunctions::EaseIn);
+  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();
@@ -1897,141 +2052,149 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void)
   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*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% 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.GetProperty<bool>(index) == finalValue );
+  finishCheck.CheckSignalNotReceived();
+  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor);
 
-  // Repeat with relative value "false" - this should be an NOOP
-  animation = Animation::New(durationSeconds);
-  bool noOpValue(false);
-  animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunctions::EaseIn);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
-  // Start the animation
-  animation.Play();
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
 
-  finishCheck.Reset();
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, 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*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
+int UtcDaliAnimationPlayDiscardHandleP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  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 ) );
-
-  // Start the animation
-  animation.Play();
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
+  // Start the animation
+  animation.Play();
+
+  // This is a test of the "Fire and Forget" behaviour
+  // Discard the animation handle!
+  animation.Reset();
+  DALI_TEST_CHECK( !animation );
+
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator 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_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), 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*200.0f)/* 40% progress */);
 
-  // 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.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
 
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationPlayStopDiscardHandleP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  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,
-                       AlphaFunctions::EaseInOut,
-                       TimePeriod( animatorDurationSeconds ) );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
@@ -2041,289 +2204,247 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (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 );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
-  // We didn't expect the animation to finish yet...
+  // We expect the animation to finish at 20% progress
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  finishCheck.Reset();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+  // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
+  // Check that nothing has changed
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
 
-  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  // Check that nothing has changed
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatP(void)
+int UtcDaliAnimationPlayRangeP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue);
+  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 ) );
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
 
-  // Start the animation
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2(0.4f,0.8f) );
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
+  //Test that setting progress outside the range doesn't work
+  animation.SetCurrentProgress( 0.9f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+  animation.SetCurrentProgress( 0.2f );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
 
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  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.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByFloatAlphaFunctioN(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
-  // Start the animation
+  //Loop inside the range
+  finishCheck.Reset();
+  animation.SetLooping( true );
   animation.Play();
+  application.SendNotification();
+  float intervalSeconds = 0.1f;
+  float progress = 0.4f;
+  for (int iterations = 0; iterations < 10; ++iterations )
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+    progress += intervalSeconds;
+    if (progress > 0.8f)
+    {
+      progress = progress - 0.4f;
+    }
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+  }
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
+  //Test change range on the fly
+  animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  for (int iterations = 0; iterations < 10; ++iterations )
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    progress += intervalSeconds;
+    if (progress > 0.9f)
+    {
+      progress = progress - 0.7f;
+    }
+
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+  }
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
+int UtcDaliAnimationPlayFromP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      TimePeriod(delay, durationSeconds - delay));
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  // Start the animation
-  animation.Play();
+  // Start the animation from 40% progress
+  animation.PlayFrom( 0.4f );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator 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.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
 
+  animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator 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.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationPlayFromN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  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();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
 
-  // We did expect the animation to finish
+  animation.PlayFrom(100.0f);
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerP(void)
+int UtcDaliAnimationPauseP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, 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.AnimateBy(Property(actor, index), relativeValue);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
@@ -2333,167 +2454,161 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   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_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  // Pause the animation
+  animation.Pause();
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByIntegerAlphaFunctioN(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
 
-  // Register an integer property
-  int startValue(1);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<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, AlphaFunctions::EaseOut);
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+  }
 
-  // Start the animation
+  // Keep going
   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 */);
+  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();
 
-  // The position should have moved more, than with a linear alpha function
-  int current(actor.GetProperty<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*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
+
+int UtcDaliAnimationGetStateP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      TimePeriod(delay, durationSeconds - delay));
+  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 );
+
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
 
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, 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 */);
+  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.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
+  // Pause the animation
+  animation.Pause();
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  application.Render(0.f);
+
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+  }
 
+  // Keep going
+  finishCheck.Reset();
+  animation.Play();
+  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*/);
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), 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 );
+  application.SendNotification();
+  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 );
+
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationStopP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
+  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();
@@ -2503,57 +2618,47 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<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*500.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
+  // Stop the animation
+  animation.Stop();
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+  }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2P(void)
+int UtcDaliAnimationStopSetPositionP(void)
 {
+  // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
+  // i.e. to check that the animation does not interfere with the position set.
+
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(60.0f, 60.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
@@ -2563,49 +2668,46 @@ int UtcDaliAnimationAnimateByVector2P(void)
   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_EQUALS( actor.GetProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
+  // Stop the animation
+  animation.Stop();
+  Vector3 positionSet(2.0f, 3.0f, 4.0f);
+  actor.SetPosition(positionSet);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  // Loop 5 times
+  for (int i=0; i<5; ++i)
+  {
+    application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
 
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+  }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2AlphaFunctioN(void)
+int UtcDaliAnimationClearP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a Vector2 property
-  Vector2 startValue(100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(20.0f, 20.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 fiftyPercentProgress(targetPosition * 0.5f);
 
   // Start the animation
   animation.Play();
@@ -2615,56 +2717,57 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctioN(void)
   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_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
 
-  // The position should have moved more, than with a linear alpha function
-  Vector2 current(actor.GetProperty<Vector2>(index));
-  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+  // Clear the animation
+  animation.Clear();
+  application.SendNotification();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
+  // We don't expect the animation to finish now
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+
+  // Restart as a scale animation; this should not move the actor's position
+  finishCheck.Reset();
+  actor.SetPosition(Vector3::ZERO);
+  Vector3 targetScale(3.0f, 3.0f, 3.0f);
+  animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
+int UtcDaliAnimationFinishedSignalP(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
-
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
+  // Start the empty animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(30.0f, 30.0f);
-  Vector2 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);
@@ -2672,59 +2775,33 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<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*1000.0f) + 1u/*beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByBooleanP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector2 property
-  Vector2 startValue(5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(10.0f, 10.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
+  const bool relativeValue(true);
+  const bool finalValue( false || relativeValue );
+  animation.AnimateBy(Property(actor, index), relativeValue);
 
   // Start the animation
   animation.Play();
@@ -2734,57 +2811,81 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   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.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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);
+
+  // Start the animation
+  animation.Play();
+
+  finishCheck.Reset();
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3P(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(60.0f, 60.0f, 60.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue);
-
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  bool relativeValue(true);
+  bool finalValue( false || relativeValue );
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN);
 
   // Start the animation
   animation.Play();
@@ -2799,7 +2900,7 @@ int UtcDaliAnimationAnimateByVector3P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2807,42 +2908,23 @@ int UtcDaliAnimationAnimateByVector3P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateByVector3AlphaFunctioN(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
 
-  // Register a Vector3 property
-  Vector3 startValue(100.0f, 100.0f, 100.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(20.0f, 20.0f, 20.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
-
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  // 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();
@@ -2851,12 +2933,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctioN(void)
   // 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.GetProperty<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_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2864,37 +2941,32 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
+int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  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));
+  bool relativeValue(true);
+  bool finalValue( false || relativeValue );
+  float animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateBy( Property(actor, index),
+                       relativeValue,
+                       TimePeriod( animatorDurationSeconds ) );
 
   // Start the animation
   animation.Play();
@@ -2904,59 +2976,62 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   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.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(5.0f, 5.0f, 5.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(10.0f, 10.0f, 10.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateBy(Property(actor, index),
-                      relativeValue,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
+  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();
@@ -2966,57 +3041,60 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   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.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4P(void)
+int UtcDaliAnimationAnimateByFloatP(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( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   // 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 targetValue(50.0f);
+  float relativeValue(targetValue - startValue);
   animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -3031,7 +3109,7 @@ int UtcDaliAnimationAnimateByVector4P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3039,36 +3117,37 @@ int UtcDaliAnimationAnimateByVector4P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4AlphaFunctioN(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionP(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( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+  float targetValue(90.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -3085,11 +3164,8 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctioN(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current(actor.GetProperty<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 );
+  float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3097,33 +3173,34 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
+int UtcDaliAnimationAnimateByFloatTimePeriodP(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( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
@@ -3142,7 +3219,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3150,7 +3227,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3158,37 +3235,38 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(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( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateBy(Property(actor, index),
                       relativeValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -3204,7 +3282,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3212,7 +3290,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3220,36 +3298,37 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositioN(void)
+int UtcDaliAnimationAnimateByIntegerP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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);
+  int targetValue(50);
+  int relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -3264,7 +3343,7 @@ int UtcDaliAnimationAnimateByActorPositioN(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3272,36 +3351,37 @@ int UtcDaliAnimationAnimateByActorPositioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctioN(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
-  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunctions::EaseOut);
+  int targetValue(90);
+  int relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
   // Start the animation
   animation.Play();
@@ -3318,10 +3398,8 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctioN(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
-  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+  int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3329,40 +3407,39 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
+int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
-  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
-                      relativePosition,
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
-
   // Start the animation
   animation.Play();
 
@@ -3376,49 +3453,56 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Vector3 startPosition(10.0f, 10.0f, 10.0f);
-  actor.SetPosition(startPosition);
+
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
-  Vector3 relativePosition(targetPosition - startPosition);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
   float delay = 0.5f;
-  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
-                      relativePosition,
-                      AlphaFunctions::Linear,
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
-  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
-
   // Start the animation
   animation.Play();
 
@@ -3432,39 +3516,53 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientatioN(void)
+int UtcDaliAnimationAnimateByVector2P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
+
+  // Register a Vector2 property
+  Vector2 startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, 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 ) );
+  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();
@@ -3474,54 +3572,50 @@ int UtcDaliAnimationAnimateByActorOrientatioN(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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.GetCurrentOrientation(), 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.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, 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.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationAlphaFunctioN(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
+
+  // Register a Vector2 property
+  Vector2 startValue(100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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 ), AlphaFunctions::EaseIn );
+  Vector2 targetValue(20.0f, 20.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
+
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -3531,56 +3625,55 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctioN(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  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.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // The position should have moved more, than with a linear alpha function
+  Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
+  DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
 
   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.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
+
+  // Register a Vector2 property
+  Vector2 startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
-  Radian relativeRotationRadians(relativeRotationDegrees);
-  float delay = 0.3f;
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
-                       AlphaFunctions::EaseIn, TimePeriod( delay, durationSeconds - delay ) );
+  Vector2 targetValue(30.0f, 30.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -3590,58 +3683,60 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator 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.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% 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();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
-  // 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.GetCurrentOrientation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
+  // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorScaleP(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector2 property
+  Vector2 startValue(5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  Vector3 relativeScale(targetScale - Vector3::ONE);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) );
-
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
+  Vector2 targetValue(10.0f, 10.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -3651,107 +3746,58 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*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.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunctions::EaseIn );
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% 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();
-
-  // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), 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.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
-  application.SendNotification();
+  // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunctions::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.GetCurrentScale(), 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.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleaN(void)
+int UtcDaliAnimationAnimateByVector3P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a boolean property
-  const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector3 property
+  Vector3 startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  const bool targetValue( !startValue );
-  animation.AnimateTo(Property(actor, index), targetValue);
+  Vector3 targetValue(60.0f, 60.0f, 60.0f);
+  Vector3 relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -3766,7 +3812,7 @@ int UtcDaliAnimationAnimateToBooleaN(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3774,23 +3820,43 @@ int UtcDaliAnimationAnimateToBooleaN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+  END_TEST;
+}
 
-  // Repeat with target value "false"
-  animation = Animation::New(durationSeconds);
-  const bool finalValue( !targetValue );
-  animation.AnimateTo(Property(actor, index), finalValue);
+int UtcDaliAnimationAnimateByVector3AlphaFunctionP(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 );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetValue(20.0f, 20.0f, 20.0f);
+  Vector3 relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
+
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
 
-  finishCheck.Reset();
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
@@ -3799,7 +3865,12 @@ int UtcDaliAnimationAnimateToBooleaN(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+
+  // The position should have moved more, than with a linear alpha function
+  Vector3 current(DevelHandle::GetCurrentProperty< Vector3 >( actor, 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*/);
@@ -3807,33 +3878,38 @@ int UtcDaliAnimationAnimateToBooleaN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void)
+int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a boolean property
-  const bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector3 property
+  Vector3 startValue(10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, 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, "test-property"), targetValue, AlphaFunctions::EaseOut);
+  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));
 
   // Start the animation
   animation.Play();
@@ -3843,82 +3919,60 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void)
   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_CHECK( actor.GetProperty<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.GetProperty<bool>(index) == targetValue );
-
-  // Check that nothing has changed after a couple of buffer swaps
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
-  application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
-
-  // Repeat with target value "false"
-  animation = Animation::New(durationSeconds);
-  const bool finalValue( !targetValue );
-  animation.AnimateTo(Property(actor, index), finalValue, AlphaFunctions::EaseOut);
-
-  // Start the animation
-  animation.Play();
-
-  finishCheck.Reset();
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, 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% animation progress, 50% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector3 property
+  Vector3 startValue(5.0f, 5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(2.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool finalValue( !startValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateTo( Property(actor, index),
-                       finalValue,
-                       TimePeriod( animatorDurationSeconds ) );
+  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));
 
   // Start the animation
   animation.Play();
@@ -3928,60 +3982,58 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
 
-  // We didn't expect the animation to finish yet...
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector4P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a boolean property
-  bool startValue(false);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector4 property
+  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  bool finalValue( !startValue );
-  float animatorDurationSeconds(durationSeconds * 0.5f);
-  animation.AnimateTo( Property(actor, index),
-                       finalValue,
-                       AlphaFunctions::Linear,
-                       TimePeriod( animatorDurationSeconds ) );
+  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();
@@ -3991,105 +4043,50 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
-
-  // We didn't expect the animation to finish yet...
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-
-  // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, 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*50.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatP(void)
+int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector4 property
+  Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(2.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetValue(50.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "test-property"), targetValue);
-
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
-
-  // Start the animation
-  animation.Play();
-
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateToFloatAlphaFunctioN(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(90.0f);
-  float relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+  Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
+  Vector4 relativeValue(targetValue - startValue);
+  animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
 
-  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -4106,8 +4103,11 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctioN(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, 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*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4115,30 +4115,37 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector4 property
+  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
+  Vector4 relativeValue(targetValue - startValue);
   float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -4154,7 +4161,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4162,7 +4169,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4170,31 +4177,38 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a Vector4 property
+  Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetValue(30.0f);
-  float relativeValue(targetValue - startValue);
+  Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Vector4 relativeValue(targetValue - startValue);
   float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      AlphaFunctions::Linear,
+  animation.AnimateBy(Property(actor, index),
+                      relativeValue,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -4210,7 +4224,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4218,7 +4232,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4226,30 +4240,36 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerP(void)
+int UtcDaliAnimationAnimateByActorPositionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetPosition(startPosition);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, 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, "test-property"), targetValue);
+  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3 relativePosition(targetPosition - startPosition);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
   // Start the animation
   animation.Play();
@@ -4264,7 +4284,7 @@ int UtcDaliAnimationAnimateToIntegerP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4272,30 +4292,36 @@ int UtcDaliAnimationAnimateToIntegerP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerAlphaFunctioN(void)
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetPosition(startPosition);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(90);
-  int relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3 relativePosition(targetPosition - startPosition);
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
 
-  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
 
   // Start the animation
   animation.Play();
@@ -4312,8 +4338,10 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctioN(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  int current(actor.GetProperty<int>(index));
-  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+  Vector3 current(actor.GetCurrentPosition());
+  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
+  DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4321,32 +4349,40 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
+int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetPosition(startPosition);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
+  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3 relativePosition(targetPosition - startPosition);
   float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
+                      relativePosition,
                       TimePeriod(delay, durationSeconds - delay));
 
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+
   // Start the animation
   animation.Play();
 
@@ -4360,49 +4396,49 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Vector3 startPosition(10.0f, 10.0f, 10.0f);
+  actor.SetPosition(startPosition);
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  int targetValue(30);
-  int relativeValue(targetValue - startValue);
+  Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+  Vector3 relativePosition(targetPosition - startPosition);
   float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      AlphaFunctions::Linear,
+  animation.AnimateBy(Property(actor, Actor::Property::POSITION),
+                      relativePosition,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
+  Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+
   // Start the animation
   animation.Play();
 
@@ -4416,46 +4452,39 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2P(void)
+int UtcDaliAnimationAnimateByActorOrientationP1(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a Vector2 property
-  Vector2 startValue(-50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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);
-  Vector2 targetValue(50.0f, 50.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue);
-
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
 
   // Start the animation
   animation.Play();
@@ -4465,43 +4494,57 @@ int UtcDaliAnimationAnimateToVector2P(void)
   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_EQUALS( actor.GetProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 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_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
-  END_TEST;
-}
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
 
-int UtcDaliAnimationAnimateToVector2AlphaFunctioN(void)
+int UtcDaliAnimationAnimateByActorOrientationP2(void)
 {
   TestApplication application;
 
-  Actor actor = Actor::New();
+  tet_printf("Testing that rotation angle > 360 performs full rotations\n");
 
-  // Register a Vector2 property
-  Vector2 startValue(1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Actor actor = Actor::New();
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(9000.0f, 9000.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, "test-property"), targetValue, AlphaFunctions::EaseOut);
+  Degree relativeRotationDegrees(710.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
 
-  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) );
 
   // Start the animation
   animation.Play();
@@ -4511,48 +4554,60 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctioN(void)
   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_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
-  // The position should have moved more, than with a linear alpha function
-  Vector2 current(actor.GetProperty<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*250.0f)/* 50% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), 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.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2TimePeriodP(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 Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  Actor actor = Actor::New();
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   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));
+  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();
@@ -4562,20 +4617,28 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   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*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, 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)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 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.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4583,32 +4646,27 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
+
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector2 targetValue(30.0f, 30.0f);
-  Vector2 relativeValue(targetValue - startValue);
-  float delay = 0.5f;
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
+  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();
@@ -4618,20 +4676,28 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   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*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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)/* 75% animation progress, 50% animator progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 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.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4639,30 +4705,27 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3P(void)
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a Vector3 property
-  Vector3 startValue(-50.0f, -50.0f, -50.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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);
-  Vector3 targetValue(50.0f, 50.0f, 50.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue);
-
-  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  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();
@@ -4672,43 +4735,58 @@ int UtcDaliAnimationAnimateToVector3P(void)
   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_EQUALS( actor.GetProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, 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 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.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 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.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3AlphaFunctioN(void)
+int UtcDaliAnimationAnimateByActorScaleP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-
-  // Register a Vector3 property
-  Vector3 startValue(1000.0f, 1000.0f, 1000.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
-  Vector3 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+  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 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
 
   // Start the animation
   animation.Play();
@@ -4718,105 +4796,108 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctioN(void)
   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*990.0f)/* 99% 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.GetProperty<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.GetCurrentScale(), ninetyNinePercentProgress, 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*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
-  END_TEST;
-}
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
 
-int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
-{
-  TestApplication application;
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetScale(Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
-  Actor actor = Actor::New();
+  // 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();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
-  // Build the animation
-  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));
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  // Start the animation
-  animation.Play();
+  // The scale should have grown less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentScale());
+  DALI_TEST_CHECK( current.x > 1.0f );
+  DALI_TEST_CHECK( current.y > 1.0f );
+  DALI_TEST_CHECK( current.z > 1.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
 
-  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.GetCurrentScale(), targetScale, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetScale(Vector3::ONE);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation = Animation::New(durationSeconds);
+  animation.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*250.0f)/* 75% animation progress, 50% 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.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToBooleanP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  const bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   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, "test-property"),
-                      targetValue,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
+  const bool targetValue( !startValue );
+  animation.AnimateTo(Property(actor, index), targetValue);
 
   // Start the animation
   animation.Play();
@@ -4826,57 +4907,80 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   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.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector3ComponentP(void)
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
 
-  // Register a Vector3 property
-  Vector3 startValue(10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
+  // Register a boolean property
+  const bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   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, "test-property", 0),
-                      30.0f,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
-  animation.AnimateTo(Property(actor, index, 1),
-                      30.0f,
-                      AlphaFunctions::Linear,
-                      TimePeriod(delay, durationSeconds - delay));
+  const bool targetValue( !startValue );
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
   // Start the animation
   animation.Play();
@@ -4886,51 +4990,210 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   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.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4P(void)
+int UtcDaliAnimationAnimateToBooleanTimePeriodP(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( "test-property", startValue );
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f);
-  Vector4 relativeValue(targetValue - startValue);
-  animation.AnimateTo(Property(actor, index), targetValue);
+  bool finalValue( !startValue );
+  float animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo( Property(actor, index),
+                       finalValue,
+                       TimePeriod( animatorDurationSeconds ) );
 
-  Vector4 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>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+  // We didn't expect the animation to finish yet...
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a boolean property
+  bool startValue(false);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  bool finalValue( !startValue );
+  float animatorDurationSeconds(durationSeconds * 0.5f);
+  animation.AnimateTo( Property(actor, index),
+                       finalValue,
+                       AlphaFunction::LINEAR,
+                       TimePeriod( animatorDurationSeconds ) );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+  // We didn't expect the animation to finish yet...
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // ...however we should have reached the final value
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  application.Render(0);
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToFloatP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetValue(50.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
+
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -4945,7 +5208,7 @@ int UtcDaliAnimationAnimateToVector4P(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4953,30 +5216,31 @@ int UtcDaliAnimationAnimateToVector4P(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4AlphaFunctioN(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionP(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( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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, AlphaFunctions::EaseOut);
+  float targetValue(90.0f);
+  float relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+  float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -4993,11 +5257,8 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctioN(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current(actor.GetProperty<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 );
+  float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5005,27 +5266,28 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
+int UtcDaliAnimationAnimateToFloatTimePeriodP(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( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(-10.0f, 20.0f, 100.0f, 100.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
@@ -5044,7 +5306,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5052,7 +5314,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5060,31 +5322,32 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(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( "test-property", startValue );
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
-  Vector4 relativeValue(targetValue - startValue);
+  float targetValue(30.0f);
+  float relativeValue(targetValue - startValue);
   float delay = 0.5f;
   animation.AnimateTo(Property(actor, index),
                       targetValue,
-                      AlphaFunctions::Linear,
+                      AlphaFunction::LINEAR,
                       TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
@@ -5100,7 +5363,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5108,7 +5371,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5116,237 +5379,186 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOrigiN(void)
+int UtcDaliAnimationAnimateToIntegerP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
-
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateToActorParentOriginXP(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(1.0f);
+  int targetValue(50);
+  int relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue);
 
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
-  END_TEST;
-}
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
-int UtcDaliAnimationAnimateToActorParentOriginYP(void)
-{
-  TestApplication application;
+  // Start the animation
+  animation.Play();
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), 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);
-  float targetY(1.0f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginZP(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(1.0f);
-
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
-  END_TEST;
-}
+  int targetValue(90);
+  int relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-int UtcDaliAnimationAnimateToActorAnchorPointP(void)
-{
-  TestApplication application;
+  int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, TEST_LOCATION );
+  // Start the animation
+  animation.Play();
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
-  END_TEST;
-}
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
-int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
-{
-  TestApplication application;
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
+  // The position should have moved more, than with a linear alpha function
+  int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
+  DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
-  // 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*50.0f) + 1u/*just beyond the animation duration*/);
 
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
+int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(0.0f);
+  int targetValue(30);
+  int relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(delay, durationSeconds - delay));
 
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
-  END_TEST;
-}
+  // Start the animation
+  animation.Play();
 
-int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
-{
-  TestApplication application;
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  float targetZ(100.0f);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
-  try
-  {
-    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", 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( DevelHandle::GetCurrentProperty< int >( actor, 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*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeP(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue(10);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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);
+  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();
@@ -5356,107 +5568,52 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*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.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, 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.GetCurrentSize(), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a different (ease-in) alpha function
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::EaseIn);
-  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 size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.z > 0.0f );
-  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
-  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
-  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunctions::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 */);
+  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.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+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.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeWidthP(void)
+int UtcDaliAnimationAnimateToVector2P(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector2 property
+  Vector2 startValue(-50.0f, -50.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetWidth(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
+  Vector2 targetValue(50.0f, 50.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue);
 
-  float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -5466,42 +5623,44 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, 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.GetCurrentSize().width, targetWidth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeHeightP(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector2 property
+  Vector2 startValue(1000.0f, 1000.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetHeight(-10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
+  Vector2 targetValue(9000.0f, 9000.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
 
-  float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
+  Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -5511,42 +5670,49 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), fiftyPercentProgress, TEST_LOCATION );
+
+  // The position should have moved more, than with a linear alpha function
+  Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
+  DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
 
   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.GetCurrentSize().height, targetHeight, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeDepthP(void)
+int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector2 property
+  Vector2 startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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);
+  Vector2 targetValue(-10.0f, 20.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -5556,40 +5722,54 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*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.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+
+  // Register a Vector2 property
+  Vector2 startValue(10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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);
+  Vector2 targetValue(30.0f, 30.0f);
+  Vector2 relativeValue(targetValue - startValue);
+  float delay = 0.5f;
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      AlphaFunction::LINEAR,
+                      TimePeriod(delay, durationSeconds - delay));
 
   // Start the animation
   animation.Play();
@@ -5599,107 +5779,54 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   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.GetCurrentSize(), 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.GetCurrentSize(), targetSize, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), 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, AlphaFunctions::EaseIn );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunctions::EaseIn );
-  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
+  // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
-  DALI_TEST_CHECK( current.x > 0.0f );
-  DALI_TEST_CHECK( current.y > 0.0f );
-  DALI_TEST_CHECK( current.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.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
-
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetSize(Vector3::ZERO);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
-  // Repeat with a delay
-  float delay = 0.5f;
-  animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
-  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty<Vector2>( actor, 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.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, 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.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositioN(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 );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+  Vector3 targetValue(50.0f, 50.0f, 50.0f);
+  Vector3 relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -5709,42 +5836,44 @@ int UtcDaliAnimationAnimateToActorPositioN(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionXP(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 );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().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.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   // 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 );
+  Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
+  Vector3 relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+  Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -5754,48 +5883,50 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+
+  // The position should have moved more, than with a linear alpha function
+  Vector3 current( DevelHandle::GetCurrentProperty< Vector3 >( actor, 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*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.GetCurrentPosition().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 );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionYP(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 );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().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.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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);
+  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));
 
   // Start the animation
   animation.Play();
@@ -5805,48 +5936,54 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().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 );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionZP(void)
+int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(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 );
   Stage::GetCurrent().Add(actor);
-  float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().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.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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 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();
@@ -5856,44 +5993,58 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().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 );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctioN(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 );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   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, AlphaFunctions::EaseIn);
-
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  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();
@@ -5903,20 +6054,20 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctioN(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
 
-  // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
-  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
-  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
-  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
-  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
-  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
-  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5924,28 +6075,31 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionTimePeriodP(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 );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(1.0f);
+  float durationSeconds(2.0f);
   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 ) );
+  Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f);
+  Vector4 relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -5955,50 +6109,44 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
-
-  application.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*950.0f)/* 95% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, 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*50.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(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 );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, 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,
-                       AlphaFunctions::Linear,
-                       TimePeriod( delay, durationSeconds - delay ) );
+  Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
+  Vector4 relativeValue(targetValue - startValue);
+  animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
 
-  Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+  Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
 
   // Start the animation
   animation.Play();
@@ -6008,46 +6156,51 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   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.GetCurrentPosition(), 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 */);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  // The position should have moved more, than with a linear alpha function
+  Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, 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*0.25) + 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
+int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
+
+  // Register a Vector4 property
+  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
 
   // Build the animation
   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) );
+  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();
@@ -6057,28 +6210,20 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6086,26 +6231,33 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationQuaternioN(void)
+int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
+
+  // Register a Vector4 property
+  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree targetRotationDegrees(90.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
+  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();
@@ -6115,267 +6267,304 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternioN(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
+  // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationAlphaFunctioN(void)
+int UtcDaliAnimationAnimateToActorParentOriginP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   // Build the animation
   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), AlphaFunctions::EaseIn);
+  Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
 
-  // Start the animation
-  animation.Play();
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
+  END_TEST;
+}
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+int UtcDaliAnimationAnimateToActorParentOriginXP(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, 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*250.0f)/* 50% progress */);
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
+  END_TEST;
+}
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+int UtcDaliAnimationAnimateToActorParentOriginYP(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetY(1.0f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
+  END_TEST;
+}
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+int UtcDaliAnimationAnimateToActorParentOriginZP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.5f);
+  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetZ(1.0f);
+
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, 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), TimePeriod(delay, durationSeconds - delay));
+  Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
 
-  // Start the animation
-  animation.Play();
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
+  END_TEST;
+}
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.5f);
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().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();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, 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*250.0f)/* 50% progress */);
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
+  END_TEST;
+}
 
-  // 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.5f);
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetY(0.0f);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
+  END_TEST;
+}
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.5f);
+  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().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);
+
+  try
+  {
+    animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
+  }
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorSizeP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion(0.0f, Vector3::YAXIS));
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, 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), AlphaFunctions::EaseIn, 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);
+
+  // 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();
 
+  // 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*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.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateToActorScaleP(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetScale(2.0f, 2.0f, 2.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
-
-  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
-
-  // 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*990.0f)/* 99% progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
+  actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::EaseIn);
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -6386,11 +6575,11 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
-  DALI_TEST_CHECK( current.x > 1.0f );
-  DALI_TEST_CHECK( current.y > 1.0f );
-  DALI_TEST_CHECK( current.z > 1.0f );
+  // The size should have travelled less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentSize());
+  DALI_TEST_CHECK( current.x > 0.0f );
+  DALI_TEST_CHECK( current.y > 0.0f );
+  DALI_TEST_CHECK( current.z > 0.0f );
   DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
   DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
@@ -6401,19 +6590,19 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
+  actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
   animation.FinishedSignal().Connect(&application, finishCheck);
   animation.Play();
 
@@ -6423,7 +6612,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6431,33 +6620,39 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScaleXP(void)
+int UtcDaliAnimationAnimateToActorSizeWidthP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().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 );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetX(10.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
+  float targetWidth(10.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
 
-  float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+  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();
 
+  // 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);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -6468,10 +6663,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6479,36 +6671,40 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScaleYP(void)
+int UtcDaliAnimationAnimateToActorSizeHeightP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().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 );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetY(1000.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
+  float targetHeight(-10.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
 
-  float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+  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();
 
+  // 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);
@@ -6519,10 +6715,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6530,36 +6723,40 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorScaleZP(void)
+int UtcDaliAnimationAnimateToActorSizeDepthP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().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 );
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetZ(-1000.0f);
-  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
+  float targetDepth(-10.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth );
 
-  float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+  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();
 
+  // 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);
@@ -6570,10 +6767,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6581,29 +6775,26 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorP(void)
+int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Vector4 targetColor(Color::RED);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
+  Vector3 targetSize(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize );
 
-  Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
-  Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
+  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
   // Start the animation
   animation.Play();
@@ -6613,87 +6804,80 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, 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*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::EaseIn);
+  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*100.0f)/* 10% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
 
-  // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentColor());
-  DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
-  DALI_TEST_CHECK( current.y < 1.0f );
-  DALI_TEST_CHECK( current.y > tenPercentProgress.y );
-  DALI_TEST_CHECK( current.z  < 1.0f );
-  DALI_TEST_CHECK( current.z  > tenPercentProgress.z );
-  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
+  // The size should have travelled less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentSize());
+  DALI_TEST_CHECK( current.x > 0.0f );
+  DALI_TEST_CHECK( current.y > 0.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
-  // Repeat with a shorter animator duration
-  float animatorDuration = 0.5f;
+  // Repeat with a delay
+  float delay = 0.5f;
   animation = Animation::New(durationSeconds);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunctions::Linear, TimePeriod(animatorDuration));
+  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*100.0f)/* 10% animation progress, 20% animator progress */);
-
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, 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)/* 50% animation progress, 0% animator progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6701,84 +6885,1671 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorRedP(void)
+int UtcDaliAnimationAnimateToActorPositionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().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.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetRed(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
+  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
 
-  float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
+  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 );
 
   // 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);
   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.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionXP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().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 );
+
+  // 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 );
+
+  float fiftyPercentProgress(startValue + (targetX - 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_X ), startValue, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // 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 );
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, 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.GetCurrentPosition().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)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().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);
+  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);
+
+  // 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();
+
+  // 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);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, 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.GetCurrentPosition().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)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(0.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetZ(-5.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
+
+  float fiftyPercentProgress(startValue + (targetZ - 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();
+
+  // 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);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, 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.GetCurrentPosition().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)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  // Build the animation
+  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);
+
+  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*750.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The position should have moved less, than with a linear alpha function
+  Vector3 current(actor.GetCurrentPosition());
+  DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
+  DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
+  DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
+  DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
+  DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
+  DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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,
+                       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*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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*500.0f)/* 50% animation progress, 0% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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);
+  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< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, 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.GetCurrentOrientation(), 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.GetCurrentOrientation(), 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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);
+  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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.GetCurrentOrientation(), 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), 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);
+  animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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.GetCurrentOrientation(), 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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), TimePeriod(delay, durationSeconds - delay));
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 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.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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();
+
+  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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 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.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorScaleP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetScale(2.0f, 2.0f, 2.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
+
+  Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
+
+  // 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*990.0f)/* 99% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetScale(Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, 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.GetCurrentScale());
+  DALI_TEST_CHECK( current.x > 1.0f );
+  DALI_TEST_CHECK( current.y > 1.0f );
+  DALI_TEST_CHECK( current.z > 1.0f );
+  DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+  DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+  DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetScale(Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+  // Repeat with a delay
+  float delay = 0.5f;
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, 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.GetCurrentScale(), 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.GetCurrentScale(), targetScale, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorScaleXP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(1.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentScale().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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetX(10.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
+
+  float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+
+  // 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 );
+
+  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.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, 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.GetCurrentScale().x, targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorScaleYP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(1.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentScale().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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetY(1000.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
+
+  float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+
+  // 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 );
+
+  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.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, 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.GetCurrentScale().y, targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorScaleZP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(1.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentScale().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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetZ(-1000.0f);
+  animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
+
+  float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+
+  // 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);
+  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.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), fiftyPercentProgress, 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.GetCurrentScale().z, targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorColorP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector4 targetColor(Color::RED);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
+
+  Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
+  Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
+
+  // 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 >( DevelActor::Property::OPACITY ), targetColor.a, TEST_LOCATION );
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), 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.GetCurrentColor(), targetColor, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetColor(Color::WHITE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+
+  // Repeat with a different (ease-in) alpha function
+  animation = Animation::New(durationSeconds);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+
+  // The color should have changed less, than with a linear alpha function
+  Vector4 current(actor.GetCurrentColor());
+  DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
+  DALI_TEST_CHECK( current.y < 1.0f );
+  DALI_TEST_CHECK( current.y > tenPercentProgress.y );
+  DALI_TEST_CHECK( current.z  < 1.0f );
+  DALI_TEST_CHECK( current.z  > tenPercentProgress.z );
+  DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
+
+  application.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.GetCurrentColor(), targetColor, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetColor(Color::WHITE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+
+  // 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();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, 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.GetCurrentColor(), targetColor, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorColorRedP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(1.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentColor().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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetRed(0.5f);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
+
+  float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
+
+  // 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 );
+
+  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.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue,           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.GetCurrentColor().r, targetRed, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorColorGreenP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(1.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentColor().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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetGreen(0.5f);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
+
+  float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
+
+  // 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);
+  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.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue,           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.GetCurrentColor().g, targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorColorBlueP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(1.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentColor().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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetBlue(0.5f);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
+
+  float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
+
+  // 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);
+  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.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue,           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.GetCurrentColor().b, targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorColorAlphaP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  float startValue(1.0f);
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  float targetAlpha(0.5f);
+  animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
+
+  float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
+
+  // 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 >( DevelActor::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();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, 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.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
+  END_TEST;
+}
+
+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);
+
+  KeyFrames keyFrames3 = KeyFrames::New();
+  keyFrames3.Add(0.6f, true);
+  DALI_TEST_CHECK( keyFrames3 );
+  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
+
+  keyFrames3 = keyFrames;
+  DALI_TEST_CHECK( keyFrames3 );
+  DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames02P(void)
+{
+  TestApplication application;
+
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, 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);
+
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+
+  try
+  {
+    keyFrames.Add(1.9f, false);
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames03P(void)
+{
+  TestApplication application;
+
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+  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);
+
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
+
+  try
+  {
+    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames04P(void)
+{
+  TestApplication application;
+
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, 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));
+
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
+
+  try
+  {
+    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames05P(void)
+{
+  TestApplication application;
+
+  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(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
+
+  try
+  {
+    keyFrames.Add(0.7f, 1.0f);
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames06P(void)
+{
+  TestApplication application;
+
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+  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));
+
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
+
+  try
+  {
+    keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames07P(void)
+{
+  TestApplication application;
+
+  KeyFrames keyFrames = KeyFrames::New();
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, 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));
+
+  DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
+
+  try
+  {
+    keyFrames.Add(0.7f, 1.1f);
+  }
+  catch (Dali::DaliException& e)
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+  }
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
+{
+  TestApplication application;
+
+  float startValue(1.0f);
+  Actor actor = Actor::New();
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  Stage::GetCurrent().Add(actor);
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, 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);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
-  application.SendNotification();
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorGreeN(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetGreen(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
 
-  float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
+  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();
@@ -6786,53 +8557,95 @@ int UtcDaliAnimationAnimateToActorColorGreeN(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorBlueP(void)
+int UtcDaliAnimationAnimateBetweenActorColorP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetBlue(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
 
-  float fiftyPercentProgress(startValue + (targetBlue - startValue)*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));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -6840,53 +8653,78 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 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.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  targetBlue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorColorAlphaP(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
-  float startValue(1.0f);
+
   DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetAlpha(0.5f);
-  animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
 
-  float fiftyPercentProgress(startValue + (targetAlpha - startValue)*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));
+
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -6894,229 +8732,207 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   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(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, 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_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationKeyFrames01P(void)
-{
-  TestApplication application;
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 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)/* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, 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);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+  // We did expect the animation to finish
 
-  try
-  {
-    keyFrames.Add(1.9f, false);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames02P(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
 {
   TestApplication application;
 
-  KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
-
-  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);
+  Actor actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetOrientation(aa.angle, aa.axis);
+  Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
+  application.SendNotification();
+  application.Render(0);
 
-  try
-  {
-    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
-  END_TEST;
-}
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
 
-int UtcDaliAnimationKeyFrames03P(void)
-{
-  TestApplication application;
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  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);
 
-  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));
+  animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
+  // Start the animation
+  animation.Play();
 
-  try
-  {
-    keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames04P(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
 {
   TestApplication application;
 
-  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(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
+  Actor actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetOrientation(aa.angle, aa.axis);
+  Stage::GetCurrent().Add(actor);
 
-  try
-  {
-    keyFrames.Add(0.7f, 1.0f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
-  END_TEST;
-}
+  application.SendNotification();
+  application.Render(0);
 
-int UtcDaliAnimationKeyFrames05P(void)
-{
-  TestApplication application;
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  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);
 
-  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));
+  //Cubic interpolation for boolean values should be ignored
+  animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
+  // Start the animation
+  animation.Play();
 
-  try
-  {
-    keyFrames.Add(0.7f, Quaternion(1.717f, Vector3::XAXIS));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames06P(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 {
   TestApplication application;
 
+  Actor actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetOrientation(aa.angle, aa.axis);
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(0);
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
   KeyFrames keyFrames = KeyFrames::New();
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
 
-  keyFrames.Add(0.0f, Quaternion(1.717f, Vector3::XAXIS));
-  keyFrames.Add(0.2f, Quaternion(2.0f, Vector3::XAXIS));
-  keyFrames.Add(0.4f, Quaternion(3.0f, Vector3::ZAXIS));
-  keyFrames.Add(0.6f, Quaternion(4.0f, Vector3(1.0f, 1.0f, 1.0f)));
-  keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS));
-  keyFrames.Add(1.0f, Quaternion(3.0f, Vector3::YAXIS));
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
 
-  DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
+  // Start the animation
+  animation.Play();
 
-  try
-  {
-    keyFrames.Add(0.7f, 1.1f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+  application.SendNotification();
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  application.SendNotification();
+
+  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetOrientation(aa.angle, aa.axis);
+  application.SendNotification();
+  application.Render(0);
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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, 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);
+  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::COLOR_ALPHA), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
 
   // Start the animation
   animation.Play();
@@ -7128,90 +8944,105 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+
+  // We did expect the animation to finish
+
+  finishCheck.CheckSignalReceived();
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetOrientation(aa.angle, aa.axis);
+  Stage::GetCurrent().Add(actor);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
+  application.Render(0);
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  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 );
+
+  // 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.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
 
-  // We did expect the animation to finish
+  Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  AngleAxis aa(Degree(90), Vector3::XAXIS);
+  actor.SetOrientation(aa.angle, aa.axis);
+  application.SendNotification();
+  application.Render(0);
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  Quaternion start(Radian(aa.angle), aa.axis);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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, 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);
+  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::COLOR_ALPHA), keyFrames, Animation::Cubic );
+  //Cubic interpolation should be ignored for quaternions
+  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7223,55 +9054,29 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
+  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+  check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7279,7 +9084,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
 {
   TestApplication application;
 
@@ -7293,6 +9098,10 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
   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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7303,7 +9112,7 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
 
   // Start the animation
   animation.Play();
@@ -7315,38 +9124,38 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7354,7 +9163,7 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
 {
   TestApplication application;
 
@@ -7368,6 +9177,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
   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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7378,7 +9191,7 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
   keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
   keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7390,38 +9203,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7429,32 +9242,36 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  application.SendNotification();
-  application.Render(0);
-
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
+  float delay = 0.5f;
   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);
+  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::VISIBLE), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
 
   // Start the animation
   animation.Play();
@@ -7463,44 +9280,79 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
+
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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));
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  application.SendNotification();
-  application.Render(0);
-
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
+  float delay = 0.5f;
   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);
+  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));
 
-  //Cubic interpolation for boolean values should be ignored
-  animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7509,39 +9361,79 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
+
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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)+1);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
+  float delay = 0.5f;
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  application.SendNotification();
-  application.Render(0);
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+  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::ORIENTATION), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
 
   // Start the animation
   animation.Play();
@@ -7550,43 +9442,80 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
+
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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)+1);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
-  Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+  // We did expect the animation to finish
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
 {
   TestApplication application;
 
+  float startValue(1.0f);
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
-  application.SendNotification();
-  application.Render(0);
+  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
 
   // Build the animation
   float durationSeconds(1.0f);
+  float delay = 0.5f;
   Animation animation = Animation::New(durationSeconds);
 
   KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
-  keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
-  keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
 
   // Start the animation
   animation.Play();
@@ -7595,32 +9524,42 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
-  application.Render(0);
+
+  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
-  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
-
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 - delay)*250.0f)/* 75% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 - delay)*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7628,29 +9567,35 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
+int UtcDaliAnimationAnimateP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
   Stage::GetCurrent().Add(actor);
 
-  application.SendNotification();
-  application.Render(0);
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  //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
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
 
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
 
-  //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+  // Build the animation
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS);
 
   // Start the animation
   animation.Play();
@@ -7659,44 +9604,77 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
   application.SendNotification();
+  application.Render(0);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+  finishCheck.CheckSignalNotReceived();
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.SendNotification();
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  application.SendNotification();
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
+int UtcDaliAnimationAnimateAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
-  application.SendNotification();
-  application.Render(0);
   Stage::GetCurrent().Add(actor);
 
-  Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  //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
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
 
-  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));
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
 
-  //Cubic interpolation should be ignored for quaternions
-  animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+  // Build the animation
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
 
   // Start the animation
   animation.Play();
@@ -7708,61 +9686,74 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-
-  Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
-
-  // We did expect the animation to finish
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctioN(void)
+int UtcDaliAnimationAnimateTimePeriodP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  //Build the 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
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
 
-  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));
+  //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));
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear );
+  // Build the animation
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
 
   // Start the animation
   animation.Play();
@@ -7774,70 +9765,74 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctioN(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
-
-  // We did expect the animation to finish
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
+int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  //Build the 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
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
+  Dali::Path path = Dali::Path::New();
+  path.AddPoint(position0);
+  path.AddPoint(position1);
+  path.AddPoint(position2);
 
-  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));
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear, Animation::Cubic );
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+  // Build the animation
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New(durationSeconds);
+  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
 
   // Start the animation
   animation.Play();
@@ -7849,461 +9844,356 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  Vector3 position, tangent;
+  Quaternion rotation;
+  path.Sample( 0.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+  path.Sample( 0.25f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  path.Sample( 0.5f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+  path.Sample( 0.75f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
-
-  // We did expect the animation to finish
+  path.Sample( 1.0f, position, tangent );
+  rotation = Quaternion( Vector3::XAXIS, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
+int UtcDaliAnimationShowP(void)
 {
   TestApplication application;
 
-  float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetVisible(false);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_CHECK( !actor.IsVisible() );
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  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));
-
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
-
   // 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>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  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.IsVisible() );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
-{
-  TestApplication application;
-
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
-  Stage::GetCurrent().Add(actor);
-
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  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 UtcDaliAnimationHideP(void)
+{
+  TestApplication application;
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+  Actor actor = Actor::New();
+  DALI_TEST_CHECK( actor.IsVisible() );
+  Stage::GetCurrent().Add(actor);
 
   // Start the animation
+  float durationSeconds(10.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.Hide(actor, durationSeconds*0.5f);
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  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.IsVisible() );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(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;
 
-  float startValue(1.0f);
-  float delay = 0.5f;
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  DALI_TEST_CHECK( actor.IsVisible() );
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
+  // Start Hide animation
+  float durationSeconds(10.0f);
   Animation animation = Animation::New(durationSeconds);
-
-  KeyFrames keyFrames = KeyFrames::New();
-  keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
-  keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
-  keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ) );
-
-  // Start the animation
+  animation.Hide(actor, durationSeconds/*Hide at end*/);
   animation.Play();
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+  // We did expect the animation to finish
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.5f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( !actor.IsVisible() );
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+  // 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 - delay)*250.0f)/* 75% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.95f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+  // We did expect the animation to finish
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_CHECK( actor.IsVisible() );
+  END_TEST;
+}
 
-  // We did expect the animation to finish
+int UtcDaliKeyFramesCreateDestroyP(void)
+{
+  tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
 
-  finishCheck.CheckSignalReceived();
+  KeyFrames* keyFrames = new KeyFrames;
+  delete keyFrames;
+  DALI_TEST_CHECK( true );
   END_TEST;
 }
 
-int P(void)
+int UtcDaliKeyFramesDownCastP(void)
 {
   TestApplication application;
+  tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
 
-  float startValue(1.0f);
-  Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
-  Stage::GetCurrent().Add(actor);
+  KeyFrames keyFrames = KeyFrames::New();
+  BaseHandle object(keyFrames);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  KeyFrames keyFrames2 = KeyFrames::DownCast(object);
+  DALI_TEST_CHECK(keyFrames2);
 
-  // Build the animation
-  float durationSeconds(1.0f);
-  float delay = 0.5f;
-  Animation animation = Animation::New(durationSeconds);
+  KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
+  DALI_TEST_CHECK(keyFrames3);
 
-  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));
+  BaseHandle unInitializedObject;
+  KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames4);
 
-  animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+  KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames5);
+  END_TEST;
+}
 
-  // Start the animation
-  animation.Play();
+int UtcDaliAnimationCreateDestroyP(void)
+{
+  TestApplication application;
+  Animation* animation = new Animation;
+  DALI_TEST_CHECK( animation );
+  delete animation;
+  END_TEST;
+}
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
+struct UpdateManagerTestConstraint
+{
+  UpdateManagerTestConstraint(TestApplication& application)
+  : mApplication(application)
+  {
+  }
 
-  application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.1f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+  void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
+  {
+    mApplication.SendNotification();  // Process events
+  }
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.55f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.506f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+  TestApplication& mApplication;
+};
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+int UtcDaliAnimationUpdateManagerP(void)
+{
+  TestApplication application;
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
-  application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   0.99375f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  0.85625f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animation
+  Animation animation = Animation::New( 0.0f );
+
+  bool signalReceived = false;
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
+
+  Vector3 startValue(1.0f, 1.0f, 1.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
+  constraint.Apply();
+
+  // Apply animation to actor
+  animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
+  animation.AnimateTo( Property(actor, DevelActor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR );
+
+  animation.Play();
 
-  application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  1.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+  application.UpdateOnly( 16 );
 
-  // We did expect the animation to finish
+  finishCheck.CheckSignalNotReceived();
+
+  application.SendNotification();   // Process events
 
   finishCheck.CheckSignalReceived();
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateP(void)
+int UtcDaliAnimationSignalOrderP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
+  Stage::GetCurrent().Add( actor );
 
-  Dali::Path path = Dali::Path::New();
-  path.AddPoint(position0);
-  path.AddPoint(position1);
-  path.AddPoint(position2);
+  // Build the animations
+  Animation animation1 = Animation::New( 0.0f ); // finishes first frame
+  Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
 
-  //Control points for first segment
-  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
-  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+  bool signal1Received = false;
+  animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
 
-  //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  bool signal2Received = false;
+  animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
 
-  // Build the animation
-  float durationSeconds( 1.0f );
-  Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS);
+  // 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();
 
-  // Start the animation
-  animation.Play();
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, 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.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  application.UpdateOnly( 10 ); // 10ms 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.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  // no notifications yet
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  // first completed
+  DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+  signal1Received = false;
+
+  // 1st animation is complete now, do another update with no ProcessEvents in between
+  application.UpdateOnly( 20 ); // 20ms progress
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  // ProcessEvents
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  finishCheck.CheckSignalReceived();
+  // 2nd should complete now
+  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+  DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateAlphaFunctioN(void)
+int UtcDaliAnimationExtendDurationP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
 
-  Dali::Path path = Dali::Path::New();
-  path.AddPoint(position0);
-  path.AddPoint(position1);
-  path.AddPoint(position2);
+  // Register a float property
+  float startValue(10.0f);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, 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) );
+  // 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);
 
-  //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  animation.AnimateTo(Property(actor, index),
+                      targetValue,
+                      TimePeriod(animatorDelay, animatorDurationSeconds));
 
-  // Build the animation
-  float durationSeconds( 1.0f );
-  Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunctions::Linear);
+  // The duration should have been extended
+  DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
 
   // Start the animation
   animation.Play();
@@ -8311,78 +10201,50 @@ int UtcDaliAnimationAnimateAlphaFunctioN(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
+
   application.SendNotification();
-  application.Render(0);
+  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.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
-  Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  // We did expect the animation to finish
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
-
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateTimePeriodP(void)
+int UtcDaliAnimationCustomIntProperty(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
+  int startValue(0u);
 
-  //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));
+  Property::Index index = actor.RegisterProperty("anIndex",  startValue);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 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));
+  animation.AnimateTo( Property(actor, index), 20 );
 
   // Start the animation
   animation.Play();
@@ -8390,467 +10252,464 @@ int UtcDaliAnimationAnimateTimePeriodP(void)
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
-  Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 10, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+  // We did expect the animation to finish
   application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
-
   finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationDuration(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
 
-  //Build the path
-  Vector3 position0( 30.0,  80.0,  0.0);
-  Vector3 position1( 70.0,  120.0, 0.0);
-  Vector3 position2( 100.0, 100.0, 0.0);
-
-  Dali::Path path = Dali::Path::New();
-  path.AddPoint(position0);
-  path.AddPoint(position1);
-  path.AddPoint(position2);
+  Animation animation = Animation::New( 0.0f );
+  DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), 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) );
+  // The animation duration should automatically increase depending on the animator time period
 
-  //Control points for second segment
-  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
-  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) );
+  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION );
 
-  // Build the animation
-  float durationSeconds( 1.0f );
-  Animation animation = Animation::New(durationSeconds);
-  animation.Animate(actor, path, Vector3::XAXIS, AlphaFunctions::Linear, TimePeriod(0.0f, 1.0f));
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) );
+  DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION );
 
-  // Start the animation
-  animation.Play();
+  END_TEST;
+}
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  application.SendNotification();
-  application.Render(0);
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  Vector3 position, tangent;
-  Quaternion rotation;
-  path.Sample( 0.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
+{
+  TestApplication application;
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-  application.SendNotification();
-  path.Sample( 0.25f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  Actor actor = Actor::New();
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-  application.SendNotification();
-  path.Sample( 0.5f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-  application.SendNotification();
-  path.Sample( 0.75f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  try
+  {
+    // Build the animation
+    Animation animation = Animation::New( 2.0f );
+    std::string relativeValue = "relative string";
+    animation.AnimateBy( Property(actor, index), relativeValue );
+    tet_result(TET_FAIL);
+  }
+  catch ( Dali::DaliException& e )
+  {
+    DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
+  }
 
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
-  application.SendNotification();
-  path.Sample( 1.0f, position, tangent );
-  rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
 
-  finishCheck.CheckSignalReceived();
   END_TEST;
 }
 
-int UtcDaliAnimationShowP(void)
+
+int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetVisible(false);
-  application.SendNotification();
-  application.Render(0);
-  DALI_TEST_CHECK( !actor.IsVisible() );
+
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  // Start the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds*0.5f);
-  animation.Play();
+  try
+  {
+    // Build the animation
+    Animation animation = Animation::New( 2.0f );
+    std::string relativeValue = "relative string";
+    animation.AnimateTo( Property(actor, index), relativeValue );
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+    tet_result(TET_FAIL);
+  }
+  catch ( Dali::DaliException& e )
+  {
+   DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
+  }
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+  END_TEST;
+}
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
+{
+  TestApplication application;
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
+  Actor actor = Actor::New();
+
+  // Register an integer property
+  int startValue(1);
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  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.IsVisible() );
+  try
+  {
+    // 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
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+    tet_result(TET_FAIL);
+  }
+  catch ( Dali::DaliException& e )
+  {
+    DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION );
+  }
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
   END_TEST;
 }
 
-int UtcDaliAnimationHideP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayP(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");
+
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
   Stage::GetCurrent().Add(actor);
+  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  actor.SetProperty( Actor::Property::POSITION, initialPosition );
 
-  // Start the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds*0.5f);
-  animation.Play();
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  //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.GetCurrentPosition(), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+  tet_infoline("Set target position in animation without intiating play");
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
+  application.Render();
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  tet_infoline("Ensure position of actor is still at intial value");
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  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 );
 
-  // We did expect the animation to finish
+  tet_infoline("Play animation and ensure actor position is now target");
+
+  animation.Play();
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  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 );
+
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().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 );
+
   END_TEST;
 }
 
-int UtcDaliAnimationShowHideAtEndP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
 {
-  // Test that show/hide delay can be the same as animation duration
-  // i.e. to show/hide at the end of the animation
+  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");
+
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
   Stage::GetCurrent().Add(actor);
+  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  actor.SetProperty( Actor::Property::POSITION, initialPosition );
 
-  // Start Hide animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Hide(actor, durationSeconds/*Hide at end*/);
-  animation.Play();
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
 
-  bool signalReceived(false);
-  AnimationFinishCheck finishCheck(signalReceived);
-  animation.FinishedSignal().Connect(&application, finishCheck);
+  //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.GetCurrentPosition(), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+  tet_infoline("Set target position in animation without intiating play");
+
+  for ( unsigned int i = 0; i < targetPositions.size(); i++ )
+  {
+    animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
+  }
 
-  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  application.Render();
 
-  // Start Show animation
-  animation = Animation::New(durationSeconds);
-  animation.Show(actor, durationSeconds/*Show at end*/);
-  animation.FinishedSignal().Connect(&application, finishCheck);
-  animation.Play();
+  tet_infoline("Ensure position of actor is still at intial value");
 
-  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), 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 );
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
-  END_TEST;
-}
+  tet_infoline("Play animation and ensure actor position is now target");
 
-int UtcDaliKeyFramesCreateDestroyP(void)
-{
-  tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
+  animation.Play();
+  application.SendNotification();
+  application.Render(1000u);
 
-  KeyFrames* keyFrames = new KeyFrames;
-  delete keyFrames;
-  DALI_TEST_CHECK( true );
-  END_TEST;
-}
+  tet_infoline("Ensure position of actor is at target value when aninmation half way");
 
-int UtcDaliKeyFramesDownCastP(void)
-{
-  TestApplication application;
-  tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
+  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 );
 
-  KeyFrames keyFrames = KeyFrames::New();
-  BaseHandle object(keyFrames);
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
 
-  KeyFrames keyFrames2 = KeyFrames::DownCast(object);
-  DALI_TEST_CHECK(keyFrames2);
+  application.Render(2000u);
 
-  KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
-  DALI_TEST_CHECK(keyFrames3);
+  tet_infoline("Ensure position of actor is still at target value when aninmation complete");
 
-  BaseHandle unInitializedObject;
-  KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
-  DALI_TEST_CHECK(!keyFrames4);
+  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 );
 
-  KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
-  DALI_TEST_CHECK(!keyFrames5);
   END_TEST;
 }
 
-int UtcDaliAnimationCreateDestroyP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(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;
-  Animation* animation = new Animation;
-  DALI_TEST_CHECK( animation );
-  delete animation;
-  END_TEST;
-}
 
-struct UpdateManagerTestConstraint
-{
-  UpdateManagerTestConstraint(TestApplication& application)
-  : mApplication(application)
-  {
-  }
+  std::vector<Vector3> targetSizes;
+  std::vector<Vector3> targetPositions;
 
-  void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
-  {
-    mApplication.SendNotification();  // Process events
-  }
+  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+  targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
 
-  TestApplication& mApplication;
-};
+  targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
 
-int UtcDaliAnimationUpdateManagerP(void)
-{
-  TestApplication application;
+  tet_infoline("Set initial position and set up animation to re-position actor");
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
+  Stage::GetCurrent().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( 0.0f );
+  Animation animation = Animation::New(2.0f);
 
-  bool signalReceived = false;
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
+  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);
 
-  Vector3 startValue(1.0f, 1.0f, 1.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
-  constraint.Apply();
+  application.SendNotification();
+  application.Render();
 
-  // Apply animation to actor
-  animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunctions::Linear );
+  tet_infoline("Ensure position of actor is still at intial size and position");
 
-  animation.Play();
+  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 );
+
+  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 );
 
+  tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+  animation.Play();
   application.SendNotification();
-  application.UpdateOnly( 16 );
+  application.Render(2000u);
 
-  finishCheck.CheckSignalNotReceived();
+  tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
 
-  application.SendNotification();   // Process events
+  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 );
 
-  finishCheck.CheckSignalReceived();
+  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 );
 
   END_TEST;
 }
 
-int UtcDaliAnimationSignalOrderP(void)
+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");
+
   TestApplication application;
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
+  std::vector<Vector3> targetSizes;
+  std::vector<float> targetColors;
 
-  // Build the animations
-  Animation animation1 = Animation::New( 0.0f ); // finishes first frame
-  Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
+  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+  targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
 
-  bool signal1Received = false;
-  animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
+  targetColors.push_back( 1.0f );
 
-  bool signal2Received = false;
-  animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
+  tet_infoline("Set initial position and set up animation to re-position actor");
 
-  // Apply animations to actor
-  animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunctions::Linear );
-  animation1.Play();
-  animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunctions::Linear );
-  animation2.Play();
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  Vector3 initialSize( 10.0f, 5.0f, 10.0f);
 
-  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+  actor.SetProperty( Actor::Property::SIZE, initialSize );
 
-  application.SendNotification();
-  application.UpdateOnly( 10 ); // 10ms progress
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
 
-  // no notifications yet
-  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, false, 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();
 
-  // first completed
-  DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
-  signal1Received = false;
+  tet_infoline("Ensure position of actor is still at initial size and position");
 
-  // 1st animation is complete now, do another update with no ProcessEvents in between
-  application.UpdateOnly( 20 ); // 20ms progress
+  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 );
 
-  // ProcessEvents
+  tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+  animation.Play();
   application.SendNotification();
+  application.Render(2000u);
 
-  // 2nd should complete now
-  DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
-  DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+  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 UtcDaliAnimationExtendDuratioN(void)
+int UtcDaliAnimationTimePeriodOrder(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();
+  Stage::GetCurrent().Add( actor );
 
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float 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);
+  application.SendNotification();
+  application.Render();
 
-  animation.AnimateTo(Property(actor, index),
-                      targetValue,
-                      TimePeriod(animatorDelay, animatorDurationSeconds));
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
 
-  // The duration should have been extended
-  DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
+  tet_infoline( "With two AnimateTo calls" );
 
-  // Start the animation
+  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();
 
-  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.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Same animation again but in a different order - should yield the same result" );
+
+  actor.SetX( 0.0f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+  application.Render();
+
+  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();
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  application.Render(5000); // After the animation is complete
 
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+  tet_infoline( "Now with several AnimateTo calls" );
+
+  actor.SetX( 0.0f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+  application.Render();
+
+  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();
 
-  // We didn't expect the animation to finish yet
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  application.Render(14000); // After the animation is complete
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
+  tet_infoline( "Same animation again but in a different order - should end up at the same point" );
+
+  actor.SetX( 0.0f );
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+  application.Render();
+
+  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();
 
-  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  application.Render(14000); // After the animation is complete
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
   END_TEST;
 }