Return Animation information
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index 5a288f4..6a67e8d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
@@ -20,7 +20,9 @@
 
 #include <stdlib.h>
 #include <dali/public-api/dali-core.h>
+#include <dali/devel-api/actors/actor-devel.h>
 #include <dali-test-suite-utils.h>
+#include <dali/devel-api/animation/animation-devel.h>
 
 using std::max;
 using namespace Dali;
@@ -40,6 +42,7 @@ namespace
 
 static const float ROTATION_EPSILON = 0.0001f;
 static const float VECTOR4_EPSILON = 0.0001f;
+static const float VECTOR3_EPSILON = 0.0001f;
 
 // Functor to test whether a Finish signal is emitted
 struct AnimationFinishCheck
@@ -88,6 +91,55 @@ struct AnimationFinishCheck
   bool& mSignalReceived; // owned by individual tests
 };
 
+// Functor to test whether a Progress signal is emitted
+struct AnimationProgressCheck
+{
+  AnimationProgressCheck(bool& signalReceived, std::string name = " ")
+  : mSignalReceived(signalReceived),
+    mName( name )
+  {
+  }
+
+  void operator()(Animation& animation)
+  {
+    mSignalReceived = true;
+  }
+
+  void Reset()
+  {
+    mSignalReceived = false;
+  }
+
+  void CheckSignalReceived()
+  {
+    if (!mSignalReceived)
+    {
+      tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str() );
+      tet_result(TET_FAIL);
+    }
+    else
+    {
+      tet_result(TET_PASS);
+    }
+  }
+
+  void CheckSignalNotReceived()
+  {
+    if (mSignalReceived)
+    {
+      tet_printf("Unexpected Progress reached signal was received %s \n", mName.c_str());
+      tet_result(TET_FAIL);
+    }
+    else
+    {
+      tet_result(TET_PASS);
+    }
+  }
+
+  bool& mSignalReceived; // owned by individual tests
+  std::string mName;
+};
+
 } // anon namespace
 
 int UtcDaliAnimationConstructorP(void)
@@ -216,7 +268,7 @@ int UtcDaliAnimationSetDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Restart the animation, with a different duration
   finishCheck.Reset();
@@ -238,13 +290,13 @@ int UtcDaliAnimationSetDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -304,7 +356,7 @@ int UtcDaliAnimationSetLoopingP(void)
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
     progress += intervalSeconds;
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
 
     if (progress >= 1.0f)
     {
@@ -326,13 +378,13 @@ int UtcDaliAnimationSetLoopingP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -387,7 +439,7 @@ int UtcDaliAnimationSetLoopCountP(void)
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   finishCheck.Reset();
 
@@ -624,7 +676,7 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
 
   finishCheck.Reset();
@@ -638,7 +690,7 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -764,7 +816,7 @@ int UtcDaliAnimationIsLoopingP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationSetEndActioN(void)
+int UtcDaliAnimationSetEndActionN(void)
 {
   TestApplication application;
 
@@ -792,13 +844,13 @@ int UtcDaliAnimationSetEndActioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Go back to the start
   actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
@@ -815,17 +867,17 @@ int UtcDaliAnimationSetEndActioN(void)
   // We did NOT expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), VECTOR4_EPSILON, TEST_LOCATION );
 
   // The position should be same with target position in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Go back to the start
   actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Test EndAction::Discard, animate again, but don't bake this time
   finishCheck.Reset();
@@ -839,17 +891,17 @@ int UtcDaliAnimationSetEndActioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // The position should be discarded in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -898,7 +950,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   // Bake
@@ -925,7 +977,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition*0.5f, TEST_LOCATION );
   }
 
   // Discard
@@ -952,7 +1004,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   }
 
   // Don't play the animation: disconnect action should not be applied
@@ -975,7 +1027,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   }
 
   END_TEST;
@@ -1059,7 +1111,7 @@ int UtcDaliAnimationSetCurrentProgressP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
   DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
@@ -1073,20 +1125,20 @@ int UtcDaliAnimationSetCurrentProgressP(void)
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
   DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1189,10 +1241,12 @@ int UtcDaliAnimationGetCurrentProgressP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationSetSpeedFactorP(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);
 
@@ -1224,80 +1278,129 @@ int UtcDaliAnimationSetSpeedFactorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
-  finishCheck.Reset();
+  END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorP2(void)
+{
+  TestApplication application;
 
-  //Test -1 speed factor. Animation will play in reverse at normal speed
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+  tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n");
   animation.SetSpeedFactor( -1.0f );
 
   // 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*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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
-  //Test change speed factor on the fly
-  finishCheck.Reset();
+  END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorP3(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  tet_printf("Test half speed factor. Animation will take twice the duration\n");
 
   //Set speed to be half of normal speed
   animation.SetSpeedFactor( 0.5f );
@@ -1311,197 +1414,630 @@ int UtcDaliAnimationSetSpeedFactorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
 
-  //Change speed factor while animation still playing.
-  animation.SetSpeedFactor(-1.0f);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% 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 * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
-  application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
+  application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationGetSpeedFactorP(void)
-{
-  TestApplication application;
-
-  Animation animation = Animation::New(1.0f);
-  animation.SetSpeedFactor(0.5f);
-  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
-
-  animation.SetSpeedFactor(-2.5f);
-  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
-  END_TEST;
-}
 
-int UtcDaliAnimationSetPlayRangeP(void)
+int UtcDaliAnimationSetSpeedFactorP4(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 );
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
 
-  bool signalReceived( false );
-  AnimationFinishCheck finishCheck( signalReceived );
-  animation.FinishedSignal().Connect( &application, finishCheck );
-  application.SendNotification();
+  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, 0.9f ) );
-  application.SendNotification();
-  DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( 0.0f, initialPosition);
+  keyframes.Add( 1.0f, targetPosition );
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
 
-  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 from 40% progress
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
+  // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
-  application.SendNotification();
-  application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% 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.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationSetPlayRangeN(void)
-{
-  TestApplication application;
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
 
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  tet_printf("Reverse direction of animation whilst playing\n");
+  tet_printf("SetSpeedFactor(-0.5f)\n");
+  animation.SetSpeedFactor(-0.5f);
 
-  // Build the animation
-  Animation animation = Animation::New(0);
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
-  //PlayRange out of bounds
-  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
-  animation.SetPlayRange( Vector2(0.0f,2.0f) );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+  // We didn't expect the animation to finish yet
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
 
-  //If playRange is not in the correct order it has to be ordered
-  animation.SetPlayRange( Vector2(0.8f,0.2f) );
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
   application.SendNotification();
-  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
 
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationGetPlayRangeP(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
-  Animation animation = Animation::New( 1.0f );
-  application.SendNotification();
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
-  //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 );
+  std::vector<Dali::Actor> actors;
 
-  // Set range between 0.4 and 0.8
-  animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
+  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( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), 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].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
+      if( ! Equals(actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame]) )
+      {
+        tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
+      }
+    }
+
+    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 UtcDaliAnimationPlayP(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, AlphaFunction::LINEAR);
-
-  // Start the animation
-  animation.Play();
-
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+  std::vector<Dali::Actor> actors;
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  Actor actor = Actor::New();
+  actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+  actors.push_back(actor);
+  Stage::GetCurrent().Add(actor);
 
-  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 */);
+  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);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
+  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);
+
+  // Start the animation
+  animation.Play();
+  application.SendNotification();
+  application.Render(0);   // Frame 0 tests initial values
+
+  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  {
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
+
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 80.0f, 0.001, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
+{
+  TestApplication application;
+
+  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);
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  std::vector<Dali::Actor> actors;
+
+  Actor actor = Actor::New();
+  actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+  actors.push_back(actor);
+  Stage::GetCurrent().Add(actor);
+
+  KeyFrames keyframes = KeyFrames::New();
+  keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
+  keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
+  animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+  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
+
+  for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+  {
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
+
+    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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 30.0f, 0.001, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+int UtcDaliAnimationGetSpeedFactorP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+  animation.SetSpeedFactor(0.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
+
+  animation.SetSpeedFactor(-2.5f);
+  DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRangeP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animation
+  float durationSeconds( 1.0f );
+  Animation animation = Animation::New( durationSeconds );
+
+  bool signalReceived( false );
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
+  application.SendNotification();
+
+  // 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 );
+
+  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+  // Start the animation from 40% progress
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% progress */ );
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.6f ), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.8f ), TEST_LOCATION );
+
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRangeN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0);
+  application.SendNotification();
+
+  //PlayRange out of bounds
+  animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+  animation.SetPlayRange( Vector2(0.0f,2.0f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+
+  //If playRange is not in the correct order it has to be ordered
+  animation.SetPlayRange( Vector2(0.8f,0.2f) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationGetPlayRangeP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  // Build the animation
+  Animation animation = Animation::New( 1.0f );
+  application.SendNotification();
+
+  //If PlayRange not specified it should be 0.0-1.0 by default
+  DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION );
+
+  // Set range between 0.4 and 0.8
+  animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
+  application.SendNotification();
+  DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+
+  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 */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -1510,7 +2046,7 @@ int UtcDaliAnimationPlayP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -1519,7 +2055,7 @@ int UtcDaliAnimationPlayP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -1528,17 +2064,17 @@ int UtcDaliAnimationPlayP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStageP(void)
+int UtcDaliAnimationPlayOffStageDiscardP(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
@@ -1548,8 +2084,8 @@ int UtcDaliAnimationPlayOffStageP(void)
 
   Actor actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
-  // Not added to the stage!
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  // Not added to the stage yet!
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -1571,7 +2107,7 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -1582,8 +2118,7 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
 
   // Remove from the stage
   Stage::GetCurrent().Remove(actor);
@@ -1594,7 +2129,14 @@ 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( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION );
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -1605,8 +2147,7 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(80,80,80), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -1614,22 +2155,30 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
+
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayDiscardHandleP(void)
+int UtcDaliAnimationPlayOffStageBakeFinalP(void)
 {
+  // Test that an animation can be played, when the actor is off-stage.
+  // When the actor is added to the stage, it should appear at the current position
+  // i.e. where it would have been anyway, if on-stage from the beginning.
+
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  // Not added to the stage!
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -1637,17 +2186,12 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   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 );
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
@@ -1655,7 +2199,10 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
@@ -1663,7 +2210,10 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -1671,7 +2221,10 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final*/, TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
@@ -1679,7 +2232,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final removed the */, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -1687,26 +2240,34 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayStopDiscardHandleP(void)
+int UtcDaliAnimationPlayOffStageBakeP(void)
 {
+  // Test that an animation can be played, when the actor is off-stage.
+  // When the actor is added to the stage, it should appear at the current position
+  // i.e. where it would have been anyway, if on-stage from the beginning.
+
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  // Not added to the stage!
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
+  animation.SetDisconnectAction( Animation::Bake );
   Vector3 targetPosition(100.0f, 100.0f, 100.0f);
   animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
@@ -1723,13 +2284,184 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
 
-  // This is a test of the "Fire and Forget" behaviour
-  // Stop the animation, and Discard the animation handle!
-  animation.Stop();
-  animation.Reset();
-  DALI_TEST_CHECK( !animation );
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor); // baked here
+
+  application.SendNotification();
+  // this render is a no-op in this case as animator is disabled while off stage
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
+
+  // Add back to the stage
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor); // baked here
+
+  application.SendNotification();
+  // this render is a no-op in this case as animator is disabled while off stage
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+  // Add back to the stage
+  Stage::GetCurrent().Add(actor);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) , TEST_LOCATION );
+
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayDiscardHandleP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.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>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+
+  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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayStopDiscardHandleP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
+
+  // This is a test of the "Fire and Forget" behaviour
+  // Stop the animation, and Discard the animation handle!
+  animation.Stop();
+  animation.Reset();
+  DALI_TEST_CHECK( !animation );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
@@ -1738,7 +2470,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -1746,7 +2478,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
@@ -1754,7 +2486,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
@@ -1762,7 +2494,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1807,7 +2539,7 @@ int UtcDaliAnimationPlayRangeP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -1816,13 +2548,13 @@ int UtcDaliAnimationPlayRangeP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
 
   //Loop inside the range
@@ -1842,7 +2574,7 @@ int UtcDaliAnimationPlayRangeP(void)
       progress = progress - 0.4f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
   }
 
   // We didn't expect the animation to finish yet
@@ -1864,7 +2596,7 @@ int UtcDaliAnimationPlayRangeP(void)
       progress = progress - 0.7f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
   }
 
   END_TEST;
@@ -1877,6 +2609,8 @@ int UtcDaliAnimationPlayFromP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
 
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
@@ -1886,6 +2620,9 @@ int UtcDaliAnimationPlayFromP(void)
   // Start the animation from 40% progress
   animation.PlayFrom( 0.4f );
 
+  // Target value should be updated straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -1896,7 +2633,7 @@ int UtcDaliAnimationPlayFromP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -1905,19 +2642,19 @@ int UtcDaliAnimationPlayFromP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1973,7 +2710,7 @@ int UtcDaliAnimationPauseP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Pause the animation
   animation.Pause();
@@ -1987,7 +2724,7 @@ int UtcDaliAnimationPauseP(void)
     // 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( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
   }
 
   // Keep going
@@ -2005,13 +2742,13 @@ int UtcDaliAnimationPauseP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2048,7 +2785,7 @@ int UtcDaliAnimationGetStateP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Pause the animation
   animation.Pause();
@@ -2064,7 +2801,7 @@ int UtcDaliAnimationGetStateP(void)
     // 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( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
     DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
   }
 
@@ -2085,14 +2822,14 @@ int UtcDaliAnimationGetStateP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
   // re-play
@@ -2137,7 +2874,7 @@ int UtcDaliAnimationStopP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Stop the animation
   animation.Stop();
@@ -2151,7 +2888,7 @@ int UtcDaliAnimationStopP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
   }
   END_TEST;
 }
@@ -2187,7 +2924,7 @@ int UtcDaliAnimationStopSetPositionP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Stop the animation
   animation.Stop();
@@ -2203,7 +2940,7 @@ int UtcDaliAnimationStopSetPositionP(void)
     // 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 );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
   }
   END_TEST;
 }
@@ -2236,7 +2973,7 @@ int UtcDaliAnimationClearP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Clear the animation
   animation.Clear();
@@ -2247,7 +2984,7 @@ int UtcDaliAnimationClearP(void)
   // We don't expect the animation to finish now
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
 
   // Restart as a scale animation; this should not move the actor's position
   finishCheck.Reset();
@@ -2262,16 +2999,16 @@ int UtcDaliAnimationClearP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2308,6 +3045,7 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2319,6 +3057,9 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( index ), finalValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -2329,7 +3070,7 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2337,13 +3078,13 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Repeat with relative value "false" - this should be an NOOP
   animation = Animation::New(durationSeconds);
@@ -2362,7 +3103,7 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2370,13 +3111,13 @@ int UtcDaliAnimationAnimateByBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -2391,6 +3132,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2412,7 +3154,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2420,13 +3162,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Repeat with relative value "false" - this should be an NOOP
   animation = Animation::New(durationSeconds);
@@ -2445,7 +3187,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2453,7 +3195,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -2468,6 +3210,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2492,7 +3235,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -2502,7 +3245,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -2510,13 +3253,13 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -2531,6 +3274,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2556,7 +3300,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -2566,7 +3310,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -2574,13 +3318,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -2595,6 +3339,7 @@ int UtcDaliAnimationAnimateByFloatP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2608,6 +3353,9 @@ int UtcDaliAnimationAnimateByFloatP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -2618,7 +3366,7 @@ int UtcDaliAnimationAnimateByFloatP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2626,13 +3374,13 @@ int UtcDaliAnimationAnimateByFloatP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2647,6 +3395,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -2672,7 +3421,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
+  float current( actor.GetCurrentProperty< float >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -2681,13 +3430,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2702,6 +3451,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -2726,7 +3476,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2734,7 +3484,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2742,13 +3492,13 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2763,6 +3513,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -2788,7 +3539,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2796,7 +3547,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2804,13 +3555,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2825,6 +3576,7 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -2838,6 +3590,9 @@ int UtcDaliAnimationAnimateByIntegerP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -2848,7 +3603,7 @@ int UtcDaliAnimationAnimateByIntegerP(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.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -2856,13 +3611,13 @@ int UtcDaliAnimationAnimateByIntegerP(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2877,6 +3632,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -2902,7 +3658,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  int current(actor.GetProperty<int>(index));
+  int current( actor.GetCurrentProperty< int >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -2911,13 +3667,13 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2932,6 +3688,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -2956,7 +3713,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   // 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( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -2964,7 +3721,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
   // 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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -2972,13 +3729,13 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2993,6 +3750,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3018,7 +3776,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   // 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( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3026,7 +3784,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3034,13 +3792,51 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByQuaternionP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Register a quaternion property
+  const Quaternion startValue( Degree( 90 ), Vector3::XAXIS );
+  Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
+
+  // Build the animation
+  float durationSeconds(2.0f);
+  Animation animation = Animation::New(durationSeconds);
+  const Quaternion relativeValue( Degree( 90 ), Vector3::ZAXIS );
+  const Quaternion finalValue( startValue * relativeValue );
+  animation.AnimateBy(Property(actor, index), relativeValue);
+
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
+
+  application.SendNotification();
+  application.Render( 2000 ); // animation complete
+
+  DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == finalValue );
+
   END_TEST;
 }
 
@@ -3055,6 +3851,7 @@ int UtcDaliAnimationAnimateByVector2P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3068,6 +3865,9 @@ int UtcDaliAnimationAnimateByVector2P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3078,7 +3878,7 @@ int UtcDaliAnimationAnimateByVector2P(void)
   // 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.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3086,13 +3886,13 @@ int UtcDaliAnimationAnimateByVector2P(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3107,6 +3907,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3132,7 +3933,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector2 current(actor.GetProperty<Vector2>(index));
+  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
   DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
 
@@ -3142,13 +3943,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3163,6 +3964,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3187,7 +3989,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   // 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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3195,7 +3997,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
   // 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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3203,13 +4005,13 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3224,6 +4026,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3249,7 +4052,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3257,7 +4060,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3265,13 +4068,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3286,6 +4089,7 @@ int UtcDaliAnimationAnimateByVector3P(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3299,6 +4103,9 @@ int UtcDaliAnimationAnimateByVector3P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3309,7 +4116,7 @@ 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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3317,13 +4124,13 @@ 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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3338,6 +4145,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3363,7 +4171,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetProperty<Vector3>(index));
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( index ));
   DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
@@ -3374,13 +4182,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
   // 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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3395,6 +4203,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3419,7 +4228,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // 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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3427,7 +4236,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3435,13 +4244,13 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
   // 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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3456,6 +4265,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3481,7 +4291,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // 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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3489,7 +4299,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3497,13 +4307,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3518,6 +4328,7 @@ int UtcDaliAnimationAnimateByVector4P(void)
   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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -3531,6 +4342,9 @@ int UtcDaliAnimationAnimateByVector4P(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3541,7 +4355,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3549,13 +4363,13 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3570,6 +4384,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
   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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3595,7 +4410,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current(actor.GetProperty<Vector4>(index));
+  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
   DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
@@ -3607,13 +4422,13 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3628,6 +4443,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
   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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3652,7 +4468,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3660,7 +4476,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3668,13 +4484,13 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3689,6 +4505,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
   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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3714,7 +4531,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -3722,7 +4539,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -3730,13 +4547,13 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3750,7 +4567,7 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3764,6 +4581,9 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3774,7 +4594,7 @@ int UtcDaliAnimationAnimateByActorPositionP(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( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -3782,13 +4602,52 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(200.0f, 300.0f, 400.0f);
+  Vector3 relativePosition(targetPosition - Vector3::ZERO);
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION_X ), relativePosition.x );
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y );
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -3802,7 +4661,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3828,7 +4687,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
@@ -3839,13 +4698,13 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3859,7 +4718,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3886,7 +4745,7 @@ 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( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -3894,13 +4753,13 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3914,7 +4773,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3942,7 +4801,7 @@ 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( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -3950,24 +4809,24 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationP(void)
+int UtcDaliAnimationAnimateByActorOrientationP1(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -3979,6 +4838,9 @@ int UtcDaliAnimationAnimateByActorOrientationP(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -3989,7 +4851,7 @@ int UtcDaliAnimationAnimateByActorOrientationP(void)
   // 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -3997,7 +4859,7 @@ int UtcDaliAnimationAnimateByActorOrientationP(void)
   // 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4005,7 +4867,7 @@ int UtcDaliAnimationAnimateByActorOrientationP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 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*/);
@@ -4013,25 +4875,28 @@ int UtcDaliAnimationAnimateByActorOrientationP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
+int UtcDaliAnimationAnimateByActorOrientationP2(void)
 {
   TestApplication application;
 
+  tet_printf("Testing that rotation angle > 360 performs full rotations\n");
+
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
+  Degree relativeRotationDegrees(710.0f);
   Radian relativeRotationRadians(relativeRotationDegrees);
-  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN );
+
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) );
 
   // Start the animation
   animation.Play();
@@ -4046,7 +4911,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4054,7 +4919,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4062,7 +4927,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 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*/);
@@ -4070,27 +4935,31 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
+
+int UtcDaliAnimationAnimateByActorOrientationP3(void)
 {
   TestApplication application;
 
+  tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n");
+
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  Degree relativeRotationDegrees(360.0f);
+  Degree relativeRotationDegrees(730.0f);
   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 ) );
+
+  Radian actualRotationRadians( Degree(10.0f) );
+
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ) );
 
   // Start the animation
   animation.Play();
@@ -4105,8 +4974,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4114,8 +4982,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4123,8 +4990,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4132,26 +4998,27 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateByActorScaleP(void)
+
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  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);
+  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();
@@ -4161,27 +5028,150 @@ 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*250.0f)/* 25% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 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.GetCurrentScale(), targetScale, TEST_LOCATION );
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
-  // Reset everything
-  finishCheck.Reset();
-  actor.SetScale(Vector3::ONE);
   application.SendNotification();
-  application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f*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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Degree relativeRotationDegrees(360.0f);
+  Radian relativeRotationRadians(relativeRotationDegrees);
+  float delay = 0.3f;
+  animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
+                       AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) );
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorScaleP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, 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);
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetScale(Vector3::ONE);
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -4197,7 +5187,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   DALI_TEST_CHECK( current.x > 1.0f );
   DALI_TEST_CHECK( current.y > 1.0f );
   DALI_TEST_CHECK( current.z > 1.0f );
@@ -4211,14 +5201,14 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -4233,7 +5223,7 @@ int UtcDaliAnimationAnimateByActorScaleP(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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4241,7 +5231,240 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetScale(2.0f, 3.0f, 4.0f);
+  Vector3 relativeScale(targetScale - Vector3::ONE);
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE_X ), relativeScale.x );
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y );
+  animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // 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 );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f );
+  Vector4 relativeColor( targetColor - Color::WHITE );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorComponentsP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f );
+  Vector4 relativeColor( targetColor - Color::WHITE );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_RED ), relativeColor.r );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_GREEN ), relativeColor.g );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b );
+  animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+
+  // 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetSize( 100.0f, 200.0f, 300.0f );
+  Vector3 relativeSize( targetSize - Vector3::ZERO );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetSize( 100.0f, 200.0f, 300.0f );
+  Vector3 relativeSize( targetSize - Vector3::ZERO );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_WIDTH ), relativeSize.width );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height );
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorVisibilityP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::VISIBLE, false );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  bool targetVisibility( true );
+  bool relativeVisibility( targetVisibility );
+  animation.AnimateBy( Property( actor, Actor::Property::VISIBLE ), relativeVisibility );
+
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Not changed yet
+
+  application.SendNotification();
+  application.Render( 1000 ); // 1 second progress
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -4256,6 +5479,7 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4276,7 +5500,7 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4284,13 +5508,13 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Repeat with target value "false"
   animation = Animation::New(durationSeconds);
@@ -4309,7 +5533,7 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4317,13 +5541,13 @@ int UtcDaliAnimationAnimateToBooleanP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -4338,6 +5562,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4358,7 +5583,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4366,13 +5591,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   // Repeat with target value "false"
   animation = Animation::New(durationSeconds);
@@ -4391,7 +5616,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4399,13 +5624,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -4420,6 +5645,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4443,7 +5669,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -4453,7 +5679,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -4461,13 +5687,13 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -4482,6 +5708,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4506,7 +5733,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
@@ -4516,7 +5743,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   finishCheck.CheckSignalNotReceived();
 
   // ...however we should have reached the final value
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
@@ -4524,13 +5751,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   application.Render(0);
-  DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue );
   END_TEST;
 }
 
@@ -4545,6 +5772,7 @@ int UtcDaliAnimationAnimateToFloatP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4568,7 +5796,7 @@ int UtcDaliAnimationAnimateToFloatP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4576,7 +5804,7 @@ int UtcDaliAnimationAnimateToFloatP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4591,6 +5819,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4616,7 +5845,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  float current(actor.GetProperty<float>(index));
+  float current( actor.GetCurrentProperty< float >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -4625,7 +5854,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4640,6 +5869,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4664,7 +5894,7 @@ 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( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4672,7 +5902,7 @@ 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( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4680,7 +5910,7 @@ 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( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4695,6 +5925,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4720,7 +5951,7 @@ 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( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4728,7 +5959,7 @@ 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( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4736,7 +5967,7 @@ 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( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4751,6 +5982,7 @@ int UtcDaliAnimationAnimateToIntegerP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4774,7 +6006,7 @@ 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.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4782,7 +6014,7 @@ 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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4797,6 +6029,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4822,7 +6055,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  int current(actor.GetProperty<int>(index));
+  int current( actor.GetCurrentProperty< int >( index ) );
   DALI_TEST_CHECK( current > ninetyFivePercentProgress );
 
   application.SendNotification();
@@ -4831,7 +6064,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4846,6 +6079,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4870,7 +6104,7 @@ 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4878,7 +6112,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
   // 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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4886,7 +6120,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4901,6 +6135,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4926,7 +6161,7 @@ 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -4934,7 +6169,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< int >( index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4942,7 +6177,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(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.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4956,7 +6191,8 @@ int UtcDaliAnimationAnimateToVector2P(void)
   Vector2 startValue(-50.0f, -50.0f);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -4980,7 +6216,7 @@ int UtcDaliAnimationAnimateToVector2P(void)
   // 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.GetCurrentProperty< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4988,7 +6224,7 @@ int UtcDaliAnimationAnimateToVector2P(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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5002,7 +6238,8 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
   Vector2 startValue(1000.0f, 1000.0f);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5028,7 +6265,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector2 current(actor.GetProperty<Vector2>(index));
+  Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
 
@@ -5038,7 +6275,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5052,7 +6289,8 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   Vector2 startValue(10.0f, 10.0f);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5077,7 +6315,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   // 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.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5085,7 +6323,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
   // 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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5093,7 +6331,7 @@ 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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5107,7 +6345,8 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   Vector2 startValue(10.0f, 10.0f);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5130,10 +6369,11 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   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
+  // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty<Vector2>( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5141,7 +6381,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5149,7 +6389,8 @@ 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.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5163,7 +6404,8 @@ int UtcDaliAnimationAnimateToVector3P(void)
   Vector3 startValue(-50.0f, -50.0f, -50.0f);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector3>( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5187,7 +6429,7 @@ int UtcDaliAnimationAnimateToVector3P(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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5195,7 +6437,7 @@ int UtcDaliAnimationAnimateToVector3P(void)
   // 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5210,6 +6452,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5235,7 +6478,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetProperty<Vector3>(index));
+  Vector3 current( actor.GetCurrentProperty< Vector3 >( index ) );
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
@@ -5246,7 +6489,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5261,6 +6504,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5285,7 +6529,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   // 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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5293,7 +6537,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5301,7 +6545,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5316,6 +6560,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5341,7 +6586,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   // 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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5349,7 +6594,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5357,7 +6602,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5372,6 +6617,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5401,7 +6647,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   // 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_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5409,7 +6655,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5417,7 +6663,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void)
   // 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.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5432,6 +6678,7 @@ int UtcDaliAnimationAnimateToVector4P(void)
   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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(2.0f);
@@ -5455,7 +6702,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -5463,7 +6710,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5478,6 +6725,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
   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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5503,7 +6751,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector4 current(actor.GetProperty<Vector4>(index));
+  Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) );
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
@@ -5515,7 +6763,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5529,7 +6777,8 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
   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<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5554,7 +6803,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5562,7 +6811,7 @@ 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( actor.GetCurrentProperty< Vector4 >( 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*/);
@@ -5570,7 +6819,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5585,6 +6834,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
   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.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5610,7 +6860,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -5618,7 +6868,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -5626,7 +6876,7 @@ 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( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5636,33 +6886,29 @@ int UtcDaliAnimationAnimateToActorParentOriginP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginXP(void)
+int UtcDaliAnimationAnimateToActorParentOriginXN(void)
 {
   TestApplication application;
 
   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.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -5670,26 +6916,22 @@ int UtcDaliAnimationAnimateToActorParentOriginXP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginYP(void)
+int UtcDaliAnimationAnimateToActorParentOriginYN(void)
 {
   TestApplication application;
 
   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.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -5697,26 +6939,22 @@ int UtcDaliAnimationAnimateToActorParentOriginYP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetY(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginZP(void)
+int UtcDaliAnimationAnimateToActorParentOriginZN(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.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -5724,51 +6962,43 @@ int UtcDaliAnimationAnimateToActorParentOriginZP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetZ(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::CENTER, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
 {
   TestApplication application;
 
   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.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -5776,26 +7006,22 @@ int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
 {
   TestApplication application;
 
   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.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -5803,26 +7029,22 @@ int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetY(0.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointZN(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.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -5830,15 +7052,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetZ(100.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
@@ -5848,7 +7066,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5858,9 +7076,21 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
 
   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);
@@ -5871,7 +7101,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -5879,14 +7109,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -5902,7 +7132,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   DALI_TEST_CHECK( current.x > 0.0f );
   DALI_TEST_CHECK( current.y > 0.0f );
   DALI_TEST_CHECK( current.z > 0.0f );
@@ -5916,14 +7146,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -5938,7 +7168,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5946,7 +7176,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5957,7 +7187,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -5968,9 +7198,17 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
 
   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);
@@ -5981,7 +7219,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5989,7 +7227,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, targetWidth, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
   END_TEST;
 }
@@ -6001,7 +7239,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6012,9 +7250,17 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
 
   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);
@@ -6025,7 +7271,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6033,7 +7279,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, targetHeight, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
   END_TEST;
 }
@@ -6045,7 +7291,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6056,9 +7302,17 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
 
   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);
@@ -6069,7 +7323,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6077,7 +7331,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, targetDepth, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
   END_TEST;
 }
@@ -6088,7 +7342,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6111,7 +7365,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -6119,14 +7373,14 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -6143,7 +7397,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   DALI_TEST_CHECK( current.x > 0.0f );
   DALI_TEST_CHECK( current.y > 0.0f );
   DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
@@ -6155,15 +7409,15 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // 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( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -6179,7 +7433,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6187,8 +7441,8 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // 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( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6198,7 +7452,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6208,9 +7462,21 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
 
   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);
@@ -6221,7 +7487,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6229,7 +7495,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6240,7 +7506,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -6253,9 +7519,17 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
 
   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);
@@ -6266,7 +7540,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6274,7 +7548,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -6288,7 +7562,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -6301,9 +7575,17 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
 
   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);
@@ -6314,7 +7596,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6322,7 +7604,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -6336,7 +7618,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -6349,9 +7631,17 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
 
   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);
@@ -6362,7 +7652,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6370,7 +7660,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, targetZ, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
@@ -6383,7 +7673,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6408,7 +7698,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
   DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
   DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
@@ -6422,7 +7712,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6432,7 +7722,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6458,7 +7748,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
@@ -6466,7 +7756,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
@@ -6474,7 +7764,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6484,7 +7774,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6511,7 +7801,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
@@ -6519,7 +7809,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
@@ -6527,7 +7817,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6536,9 +7826,9 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6550,6 +7840,9 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // 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);
@@ -6560,7 +7853,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6568,7 +7861,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6576,7 +7869,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6584,7 +7877,7 @@ 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6593,9 +7886,9 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6618,7 +7911,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6626,7 +7919,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6634,7 +7927,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // 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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6642,7 +7935,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6651,9 +7944,9 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6675,7 +7968,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6683,7 +7976,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6691,7 +7984,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6699,7 +7992,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6708,9 +8001,9 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6734,7 +8027,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6743,7 +8036,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6752,7 +8045,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6760,7 +8053,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6769,9 +8062,9 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6795,7 +8088,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -6804,7 +8097,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -6813,7 +8106,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -6821,7 +8114,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(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( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6831,7 +8124,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6844,6 +8137,12 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // 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);
@@ -6854,7 +8153,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -6862,14 +8161,14 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -6885,7 +8184,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   DALI_TEST_CHECK( current.x > 1.0f );
   DALI_TEST_CHECK( current.y > 1.0f );
   DALI_TEST_CHECK( current.z > 1.0f );
@@ -6899,14 +8198,14 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -6921,7 +8220,7 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6929,7 +8228,7 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6940,10 +8239,13 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6956,6 +8258,10 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // 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);
@@ -6966,10 +8272,10 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -6977,10 +8283,10 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -6991,10 +8297,13 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7007,6 +8316,10 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // 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);
@@ -7017,10 +8330,10 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7028,10 +8341,10 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7042,10 +8355,13 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7058,6 +8374,10 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // 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);
@@ -7068,10 +8388,10 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7079,10 +8399,10 @@ 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7092,7 +8412,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7106,6 +8426,14 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // 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);
@@ -7116,7 +8444,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), tenPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
@@ -7124,14 +8452,14 @@ 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -7147,7 +8475,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentColor());
+  Vector4 current(actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
   DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
   DALI_TEST_CHECK( current.y < 1.0f );
   DALI_TEST_CHECK( current.y > tenPercentProgress.y );
@@ -7161,14 +8489,14 @@ 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Repeat with a shorter animator duration
   float animatorDuration = 0.5f;
@@ -7183,7 +8511,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), twentyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
@@ -7191,7 +8519,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7199,7 +8527,7 @@ 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7210,11 +8538,15 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7227,6 +8559,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // 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);
@@ -7237,11 +8573,11 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // 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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7249,11 +8585,11 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, targetRed, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7264,11 +8600,15 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7281,6 +8621,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // 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);
@@ -7291,11 +8635,11 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // 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( 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( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7303,11 +8647,11 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // We did expect the animation to finish
   application.SendNotification();
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue,  TEST_LOCATION );
   END_TEST;
 }
 
@@ -7318,11 +8662,15 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7335,6 +8683,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // 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);
@@ -7345,11 +8697,11 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // 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( 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( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue,           TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7357,11 +8709,11 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // We did expect the animation to finish
   application.SendNotification();
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7372,11 +8724,15 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   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.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7389,6 +8745,11 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // 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);
@@ -7399,11 +8760,11 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // 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( 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( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7411,11 +8772,11 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // We did expect the animation to finish
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7446,7 +8807,7 @@ int UtcDaliAnimationKeyFrames01P(void)
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames02P(void)
+int UtcDaliAnimationKeyFrames02N(void)
 {
   TestApplication application;
 
@@ -7462,19 +8823,15 @@ int UtcDaliAnimationKeyFrames02P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(1.9f, false);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames03P(void)
+int UtcDaliAnimationKeyFrames03N(void)
 {
   TestApplication application;
 
@@ -7490,19 +8847,15 @@ int UtcDaliAnimationKeyFrames03P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames04P(void)
+int UtcDaliAnimationKeyFrames04N(void)
 {
   TestApplication application;
 
@@ -7518,19 +8871,15 @@ int UtcDaliAnimationKeyFrames04P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames05P(void)
+int UtcDaliAnimationKeyFrames05N(void)
 {
   TestApplication application;
 
@@ -7546,19 +8895,15 @@ int UtcDaliAnimationKeyFrames05P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, 1.0f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames06P(void)
+int UtcDaliAnimationKeyFrames06N(void)
 {
   TestApplication application;
 
@@ -7574,19 +8919,15 @@ int UtcDaliAnimationKeyFrames06P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     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);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames07P(void)
+int UtcDaliAnimationKeyFrames07N(void)
 {
   TestApplication application;
 
@@ -7602,15 +8943,11 @@ int UtcDaliAnimationKeyFrames07P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, 1.1f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
@@ -7620,14 +8957,18 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7646,6 +8987,9 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   // Start the animation
   animation.Play();
 
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7653,55 +8997,55 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.3f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.25f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.8f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7715,14 +9059,18 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7748,55 +9096,55 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.36f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.21f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*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), 0.76f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.76f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7810,14 +9158,18 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7840,38 +9192,38 @@ 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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7885,14 +9237,18 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7915,38 +9271,38 @@ 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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -7960,13 +9316,13 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7984,6 +9340,9 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   // Start the animation
   animation.Play();
 
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -7994,7 +9353,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -8005,13 +9364,13 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8040,7 +9399,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -8051,13 +9410,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8071,6 +9430,9 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
   // Start the animation
   animation.Play();
 
+  // Final key frame value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Degree( 60 ), Vector3::ZAXIS ), TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -8083,7 +9445,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 
   Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -8094,13 +9456,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8125,27 +9487,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8159,13 +9521,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8192,7 +9554,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 
   Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -8203,13 +9565,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8235,27 +9597,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8269,14 +9631,18 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8299,38 +9665,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8344,14 +9710,18 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8374,38 +9744,38 @@ 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
-  DALI_TEST_EQUALS( actor.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8419,14 +9789,18 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8451,38 +9825,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8496,14 +9870,18 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8528,38 +9906,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8574,14 +9952,18 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   float startValue(1.0f);
   float delay = 0.5f;
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8605,38 +9987,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.5f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.95f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8650,14 +10032,19 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8682,38 +10069,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.1f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
   application.SendNotification();
-  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( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.55f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.506f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   0.99375f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  0.85625f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>((durationSeconds - 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  1.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8765,36 +10152,36 @@ int UtcDaliAnimationAnimateP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -8844,36 +10231,36 @@ int UtcDaliAnimationAnimateAlphaFunctionP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -8923,36 +10310,36 @@ int UtcDaliAnimationAnimateTimePeriodP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -9002,36 +10389,36 @@ int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
   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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   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 );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -9042,10 +10429,10 @@ int UtcDaliAnimationShowP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start the animation
@@ -9064,7 +10451,7 @@ int UtcDaliAnimationShowP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
@@ -9072,7 +10459,7 @@ int UtcDaliAnimationShowP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -9080,7 +10467,7 @@ int UtcDaliAnimationShowP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -9089,7 +10476,7 @@ int UtcDaliAnimationHideP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start the animation
@@ -9108,7 +10495,7 @@ int UtcDaliAnimationHideP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
@@ -9116,7 +10503,7 @@ int UtcDaliAnimationHideP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -9124,7 +10511,7 @@ int UtcDaliAnimationHideP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -9136,7 +10523,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start Hide animation
@@ -9155,7 +10542,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   // Start Show animation
   animation = Animation::New(durationSeconds);
@@ -9169,7 +10556,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -9251,6 +10638,7 @@ int UtcDaliAnimationUpdateManagerP(void)
 
   // 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();
 
@@ -9330,6 +10718,7 @@ int UtcDaliAnimationExtendDurationP(void)
   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.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float initialDurationSeconds(1.0f);
@@ -9357,10 +10746,11 @@ int UtcDaliAnimationExtendDurationP(void)
   application.SendNotification();
   application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
 
-  // We didn't expect the animation to finish yet
+  // We didn't expect the animation to finish yet, but cached value should be the final one
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
@@ -9368,7 +10758,7 @@ int UtcDaliAnimationExtendDurationP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -9376,7 +10766,8 @@ int UtcDaliAnimationExtendDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
   END_TEST;
 }
 
@@ -9389,7 +10780,8 @@ int UtcDaliAnimationCustomIntProperty(void)
   int startValue(0u);
 
   Property::Index index = actor.RegisterProperty("anIndex",  startValue);
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9399,6 +10791,9 @@ int UtcDaliAnimationCustomIntProperty(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -9409,7 +10804,7 @@ int UtcDaliAnimationCustomIntProperty(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 10, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 10, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -9417,6 +10812,2758 @@ int UtcDaliAnimationCustomIntProperty(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationDuration(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  Animation animation = Animation::New( 0.0f );
+  DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION );
+
+  // The animation duration should automatically increase depending on the animator time period
+
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) );
+  DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION );
+
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) );
+  DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
+{
+  TestApplication application;
+
+  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 );
+
+  DALI_TEST_ASSERTION(
+  {
+    // Build the animation
+    Animation animation = Animation::New( 2.0f );
+    std::string relativeValue = "relative string";
+    animation.AnimateBy( Property(actor, index), relativeValue );
+    tet_result(TET_FAIL);
+  }, "Target value is not animatable" );
+
+  END_TEST;
+}
+
+
+int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
+{
+  TestApplication application;
+
+  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 );
+
+  DALI_TEST_ASSERTION(
+  {
+    // Build the animation
+    Animation animation = Animation::New( 2.0f );
+    std::string relativeValue = "relative string";
+    animation.AnimateTo( Property(actor, index), relativeValue );
+  }, "Target value is not animatable" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
+{
+  TestApplication application;
+
+  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 );
+
+  DALI_TEST_ASSERTION(
+  {
+    // Build the animation
+    KeyFrames keyFrames = KeyFrames::New();
+    keyFrames.Add( 0.0f, std::string("relative string1") );
+    keyFrames.Add( 1.0f, std::string("relative string2") );
+    // no need to really create the animation as keyframes do the check
+  }, "Property type is not animatable" );
+
+  END_TEST;
+}
+
+int 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();
+  Stage::GetCurrent().Add(actor);
+  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
+
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
+  tet_infoline("Set target position in animation without intiating play");
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline("Ensure position of actor is still at intial value");
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+
+  tet_infoline("Play animation and ensure actor position is now target");
+
+  animation.Play();
+  application.SendNotification();
+  application.Render(1000u);
+
+  tet_infoline("Ensure position of actor is at target value when aninmation half way");
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
+
+  application.Render(2000u);
+
+  tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
+{
+  tet_infoline("Setting up an animation should not effect it's position property until the animation plays even with mulitple animators");
+
+  TestApplication application;
+
+  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();
+  Stage::GetCurrent().Add(actor);
+  Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+  actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
+
+  //Test GetCurrentProgress return 0.0 as the duration is 0.0
+  DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
+  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);
+  }
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline("Ensure position of actor is still at intial value");
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+
+  tet_infoline("Play animation and ensure actor position is now target");
+
+  animation.Play();
+  application.SendNotification();
+  application.Render(1000u);
+
+  tet_infoline("Ensure position of actor is at target value when aninmation half way");
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), 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 );
+
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
+
+  application.Render(2000u);
+
+  tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), 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 );
+
+  END_TEST;
+}
+
+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;
+
+  std::vector<Vector3> targetSizes;
+  std::vector<Vector3> targetPositions;
+
+  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+  targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+
+  targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
+
+  tet_infoline("Set initial position and set up animation to re-position actor");
+
+  Actor actor = Actor::New();
+  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(2.0f);
+
+  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);
+
+  application.SendNotification();
+  application.Render();
+
+  tet_infoline("Ensure position of actor is still at intial size and position");
+
+  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.Render(2000u);
+
+  tet_infoline("Ensure position and size of actor is at target value when aninmation 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::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 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;
+
+  std::vector<Vector3> targetSizes;
+  std::vector<float> targetColors;
+
+  targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+  targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
+
+  targetColors.push_back( 1.0f );
+
+  tet_infoline("Set initial position and set up animation to re-position actor");
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+  Vector3 initialSize( 10.0f, 5.0f, 10.0f);
+
+  actor.SetProperty( Actor::Property::SIZE, initialSize );
+
+  // Build the animation
+  Animation animation = Animation::New(2.0f);
+
+  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();
+
+  tet_infoline("Ensure position of actor is still at initial size and position");
+
+  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 );
+
+  tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+  animation.Play();
+  application.SendNotification();
+  application.Render(2000u);
+
+  tet_infoline("Ensure position and size of actor is at target value when animation playing");
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION );
+
+  END_TEST;
+}
+
+int 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 );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
+
+  tet_infoline( "With two AnimateTo calls" );
+
+  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();
+
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(5000); // After the animation is complete
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
+
+  tet_infoline( "Same animation again but in a different order - should yield the same result" );
+
+  actor.SetX( 0.0f );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  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();
+
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(5000); // After the animation is complete
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+{
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
+
+  tet_infoline( "" );
+
+  Animation animation = Animation::New( 0.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
+  animation.Play();
+
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(14000); // After the animation is complete
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
+
+  tet_infoline( "Same animation again but in a different order - should end up at the same point" );
+
+  actor.SetX( 0.0f );
+
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  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();
+
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(14000); // After the animation is complete
+
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenIntegerP(void)
+{
+  TestApplication application;
+
+  int startValue(1);
+  Actor actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  Stage::GetCurrent().Add(actor);
+
+  application.Render();
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, 10);
+  keyFrames.Add(0.2f, 20);
+  keyFrames.Add(0.4f, 30);
+  keyFrames.Add(0.6f, 40);
+  keyFrames.Add(0.8f, 50);
+  keyFrames.Add(1.0f, 60);
+
+  animation.AnimateBetween( Property(actor, index ), keyFrames );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should change to the last key-frame's value straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 60, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenVector2P(void)
+{
+  TestApplication application;
+
+  Vector2 startValue( 10.0f, 20.0f );
+  Actor actor = Actor::New();
+  const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+  Stage::GetCurrent().Add(actor);
+
+  application.Render();
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add( 0.0f, Vector2( 0.0f, 5.0f ) );
+  keyFrames.Add( 0.2f, Vector2( 30.0f, 25.0f ) );
+  keyFrames.Add( 0.4f, Vector2( 40.0f, 35.0f ) );
+  keyFrames.Add( 0.6f, Vector2( 50.0f, 45.0f ) );
+  keyFrames.Add( 0.8f, Vector2( 60.0f, 55.0f ) );
+  keyFrames.Add( 1.0f, Vector2( 70.0f, 65.0f ) );
+
+  animation.AnimateBetween( Property(actor, index ), keyFrames );
+
+  // Start the animation
+  animation.Play();
+
+  // Target value should change to the last key-frame's value straight away
+  DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), Vector2( 70.0f, 65.0f ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackP(void)
+{
+  TestApplication application;
+
+  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);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 30%" );
+  DevelAnimation::SetProgressNotification( animation, 0.3f );
+
+  application.SendNotification();
+  application.Render( );
+
+  DALI_TEST_EQUALS( 0.3f, DevelAnimation::GetProgressNotification( animation ), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  // Start the animation from 10% progress
+  animation.SetCurrentProgress( 0.1f );
+  animation.Play();
+
+  tet_infoline( "Animation Playing from 10%" );
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*100.0f ); // 20% progress
+
+  tet_infoline( "Animation at 20%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*200.0f ); // 40% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 40%" );
+  DALI_TEST_EQUALS( 0.4f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheck.Reset();
+
+  application.Render(durationSeconds*100.0f ); // 50% progress
+  tet_infoline( "Animation at 50%" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline( "Animation at 60%" );
+
+  finishCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+  tet_infoline( "Animation at 80%" );
+
+  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();
+  tet_infoline( "Animation finished" );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that playing after 2 seconds\n");
+
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+
+    application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
+
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+    // Check that nothing has changed after a couple of buffer swaps
+    application.Render(0);
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  }
+
+  tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
+  // SpeedFactor < 0
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetSpeedFactor( -1.0f ); // Set SpeedFactor as < 0
+
+    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, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+
+    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+
+    // We didn't expect the animation to finish yet
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) + 1u/*just beyond the animation duration*/ );
+
+    // We did expect the animation to finish
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
+
+    // Check that nothing has changed after a couple of buffer swaps
+    application.Render(0);
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP2(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that playing after 2 seconds before looping\n");
+
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping( true );
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      // The initial delay time of PlayAfter() applies only once in looping mode.
+      if( iterations == 0 )
+      {
+        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+        application.SendNotification();
+        finishCheck.CheckSignalNotReceived();
+        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+      }
+
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+
+      // We didn't expect the animation to finish yet
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    }
+
+    animation.SetLooping(false);
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  }
+
+  tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
+  // SpeedFactor < 0
+  {
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    float durationSeconds(1.0f);
+    Animation animation = Animation::New(durationSeconds);
+    animation.SetLooping( true );
+    animation.SetSpeedFactor( -1.0f ); //Set SpeedFactor as < 0
+
+    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, TimePeriod( 0.5f, 0.5f ) );
+
+    // Play animation after the initial delay time
+    animation.PlayAfter( 0.2f );
+    application.SendNotification();
+    application.Render(0); // start animation
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      // The initial delay time of PlayAfter() applies only once in looping mode.
+      if( iterations == 0 )
+      {
+        application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+        application.SendNotification();
+        finishCheck.CheckSignalNotReceived();
+        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+      }
+
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+
+      // We didn't expect the animation to finish yet
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
+    }
+
+    animation.SetLooping(false);
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP3(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that PlayAfter with the negative delay seconds\n");
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  bool signalReceived( false );
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
+  application.SendNotification();
+
+  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+  // When the delay time is negative value, it would treat as play immediately.
+  animation.PlayAfter( -2.0f );
+  application.SendNotification();
+  application.Render(0); // start animation
+
+  application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP4(void)
+{
+  TestApplication application;
+
+  tet_printf("Testing that PlayAfter with progress value\n");
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+
+  bool signalReceived( false );
+  AnimationFinishCheck finishCheck( signalReceived );
+  animation.FinishedSignal().Connect( &application, finishCheck );
+  application.SendNotification();
+
+  Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+  // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s.
+  animation.PlayAfter( durationSeconds * 0.3f );
+  application.SendNotification();
+  application.Render(0); // start animation
+
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 5/6 delay progress, 0% animation progress, 0% animator progress */ );
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ );
+
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
+
+  application.SendNotification();
+  application.Render( static_cast< unsigned int >( durationSeconds * 50.0f ) + 1u/*just beyond the animation duration*/ );
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP(void)
+{
+  // Test Loop forever and Loop mode being set
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
+
+  // Default: LoopingMode::RESTART
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+
+    Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    // Start the animation
+    animation.Play();
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+    actor.Unparent();
+
+    application.SendNotification();
+    application.Render();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  }
+
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLooping( true );
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::LoopingMode::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.SendNotification();
+    application.Render(0);
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+
+      // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+      // and arrives at the beginning.
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    }
+
+    animation.SetLooping( false );
+    application.SendNotification();
+    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLooping( true );
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor( -1.0f );
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.SendNotification();
+    application.Render(0);
+
+    for( int iterations = 0; iterations < 3; ++iterations )
+    {
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+
+      // Setting a negative speed factor is to play the animation in reverse.
+      // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+      // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+      application.SendNotification();
+      application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+
+      // We did expect the animation to finish
+      application.SendNotification();
+      finishCheck.CheckSignalNotReceived();
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+    }
+
+    animation.SetLooping( false );
+    application.SendNotification();
+    application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP2(void)
+{
+  // Test Loop Count and Loop mode being set
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
+
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLoopCount(3);
+    DALI_TEST_CHECK(animation.IsLooping());
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+
+    // Loop
+    float intervalSeconds = 3.0f;
+
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+    // and arrives at the beginning.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetLoopCount(3);
+    DALI_TEST_CHECK(animation.IsLooping());
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor( -1.0f );
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+
+    // Loop
+    float intervalSeconds = 3.0f;
+
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+    // Setting a negative speed factor is to play the animation in reverse.
+    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP3(void)
+{
+  // Test Loop Count is 1 (== default) and Loop mode being set
+  TestApplication application;
+  Stage stage( Stage::GetCurrent() );
+
+  // LoopingMode::AUTO_REVERSE
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.Render(0);
+    application.SendNotification();
+
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+    // and arrives at the beginning.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+
+    application.SendNotification();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    // After all animation finished, arrives at the beginning.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+  {
+    Actor actor = Actor::New();
+    stage.Add( actor );
+
+    float durationSeconds( 1.0f );
+    Animation animation = Animation::New( durationSeconds );
+    DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+    bool signalReceived( false );
+    AnimationFinishCheck finishCheck( signalReceived );
+    animation.FinishedSignal().Connect( &application, finishCheck );
+    application.SendNotification();
+
+    // Specify a negative multiplier to play the animation in reverse
+    animation.SetSpeedFactor( -1.0f );
+
+    Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+    animation.SetLoopingMode( Animation::AUTO_REVERSE );
+    DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+    // Start the animation
+    animation.Play();
+    application.Render(0);
+    application.SendNotification();
+
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+    application.SendNotification();
+    finishCheck.CheckSignalNotReceived();
+
+    // Setting a negative speed factor is to play the animation in reverse.
+    // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+    // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+
+    application.SendNotification();
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+    application.SendNotification();
+    application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+    application.SendNotification();
+    application.Render(0);
+    application.SendNotification();
+    finishCheck.CheckSignalReceived();
+
+    // After all animation finished, arrives at the target.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+    finishCheck.Reset();
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeP(void)
+{
+  TestApplication application;
+
+  Animation animation = Animation::New(1.0f);
+
+  // default mode
+  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+
+  animation.SetLoopingMode( Animation::AUTO_REVERSE );
+  DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" );
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck( progressSignalReceived );
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*100.0f ); // 10% progress
+  application.SendNotification();
+
+  tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" );
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  tet_infoline( "Animation finished" );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP(void)
+{
+  tet_infoline( "Multiple animations with different progress markers" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+
+  tet_infoline( "AnimationBeta Progress notification set to 50%" );
+  DevelAnimation::SetProgressNotification( animationBeta, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations from 10% progress
+  animationAlpha.SetCurrentProgress( 0.1f );
+  animationBeta.SetCurrentProgress( 0.1f );
+  animationAlpha.Play();
+  animationBeta.Play();
+
+  tet_infoline( "Animation Playing from 10%" );
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*100.0f ); // 20% progress
+
+  tet_infoline( "Animation at 20% - No signals to be received" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*200.0f ); // 40% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 40% - Alpha signal should be received" );
+  DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(durationSeconds*100.0f ); // 50% progress
+  tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalReceived();
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline( "Animation at 60%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.SendNotification();
+  tet_infoline( "Animation at 80%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  tet_infoline( "Animation finished" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP2(void)
+{
+  tet_infoline( "Multiple animations with different progress markers and big step time" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "AnimationAlpha Progress notification set to 1%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.01f );
+
+  tet_infoline( "AnimationBeta Progress notification set to 99%" );
+  DevelAnimation::SetProgressNotification( animationBeta, 0.99f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations unlimited looping
+  animationAlpha.SetLooping( true );
+  animationBeta.SetLooping( true );
+  animationAlpha.Play();
+  animationBeta.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*20.0f ); // 2% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds*960.0f ); // 98% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 98% - No signal received" );
+  DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*40.0f ); // 2% progress
+  application.SendNotification();
+  tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds*980.0f ); // 100% progress
+  application.SendNotification();
+  tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" );
+  application.SendNotification();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  animationAlpha.SetLooping( false );
+  animationBeta.SetLooping( false );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/);
+  application.SendNotification();
+
+  // We did expect the animation to finish
+  tet_infoline( "Animation finished" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+{
+  tet_infoline( "Multiple animations with different progress markers" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  float delaySeconds(0.5f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+
+  tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" );
+  DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations from 10% progress
+  animationAlpha.PlayAfter(delaySeconds);
+  animationBeta.PlayAfter(delaySeconds);
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(delaySeconds * 500.0f ); // 50% wait progress
+
+  tet_infoline( "Delay at 50% - No signals to be received" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f ); // 100% wait, 5% progress
+  application.SendNotification();
+  tet_infoline( "Delay at 100%, Animation at 5% - Beta signal should be received" );
+  DALI_TEST_EQUALS( 0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckBeta.CheckSignalReceived();
+  progressCheckAlpha.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(durationSeconds * 200.0f ); // 25% progress
+  tet_infoline( "Animation at 25% - No signals to be received" );
+  application.SendNotification();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(durationSeconds * 200.0f ); // 45% progress
+  tet_infoline( "Animation at 45% - Alpha should receive signal, Beta should not" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*150.0f)/* 60% progress */);
+  application.SendNotification();
+
+  tet_infoline( "Animation at 60%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  application.SendNotification();
+  tet_infoline( "Animation at 80%" );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+  // We did expect the animation to finish
+  tet_infoline( "Animation finished" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  // Set Looping Count
+  const int loopCount( 4 );
+  animation.SetLoopCount( loopCount );
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50% with looping count 4" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < loopCount; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    application.SendNotification();
+  }
+  application.Render(10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  // Set Looping Unlmited
+  animation.SetLooping( true );
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50% with unlimited looping" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+  }
+  finishCheck.CheckSignalNotReceived();
+
+  animation.SetLooping( false );
+  application.Render(0u);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  //Set speed negative
+  animation.SetSpeedFactor( -1.0f );
+
+  // Set Looping Unlmited
+  animation.SetLooping( true );
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50%" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+  }
+  finishCheck.CheckSignalNotReceived();
+
+  animation.Stop();
+  animation.SetLooping( false );
+  animation.SetLoopCount( 4 );
+  animation.Play();
+  application.Render(0u);
+  application.SendNotification();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    application.SendNotification();
+  }
+  application.Render(10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress PlayRange as 10% ~ 90%" );
+  animation.SetPlayRange( Vector2( 0.1f, 0.9f ) );
+
+  tet_infoline( "Animation Progress notification set to >90% that never can notificated" );
+  DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*0.25*1000.0f ); // 35% progress
+  DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 35%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*0.25*1000.0f ); // 60% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 60%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 85% progress
+  tet_infoline( "Animation at 85%" );
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 90% progress
+  tet_infoline( "Animation over 90%" );
+  application.SendNotification();
+
+  // progress never signaled because playrange is 90%
+  progressCheck.CheckSignalNotReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackLongDurationP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(5.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50%" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+  DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 25%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 50%" );
+  DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheck.Reset();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+  tet_infoline( "Animation at 75%" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateByInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (STRING)
+    animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (MATRIX)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE );
+    animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) );
+  }, "Property type is not animatable" );
+
+  // AnimateBy
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (STRING)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3, FLOAT)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3.A, VECTOR2)
+    animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateTo
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (MAP)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE );
+    animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (ARRAY)
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (RECTANGLE)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect<int32_t>() ) );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (FLOAT, INT)
+    animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3, VECTOR2)
+    animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateBetween
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (ARRAY)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE );
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) );
+    animation.AnimateBetween( Property( actor, index ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value() );
+    animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (EXTENTS)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (RECTANGLE)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR2, VECTOR4)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) );
+    animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) );
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases
+{
+enum TestFunction
+{
+  STOP,
+  CLEAR
+};
+
+void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName )
+{
+  tet_printf( "Testing %s\n", testName );
+
+  // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
+  // This test checks that that is being done
+
+  const float durationSeconds( 1.0f );
+  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+  const Vector3 originalPosition( Vector3::ZERO );
+  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+  struct ExpectedValue
+  {
+    Animation::EndAction endAction;
+    Vector3 expectedGetPropertyValue;
+  };
+
+  ExpectedValue expectedValueTable[] =
+  {
+   { Animation::Bake,      halfWayToTarget  }, // When baking, the current value is the final value.
+   { Animation::BakeFinal, targetPosition   }, // When BakeFinal, we should jump to the final value when clearing or stopping.
+   { Animation::Discard,   originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
+  };
+  const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
+
+  for( auto i = 0u; i < expectedValueTableCount; ++i  )
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetEndAction( expectedValueTable[ i ].endAction );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render( halfAnimationDuration );
+
+    // Stop or Clear the animation early, both have the same effect
+    if( functionToTest == TestFunction::STOP )
+    {
+      animation.Stop();
+    }
+    else
+    {
+      animation.Clear();
+    }
+
+    // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+  }
+}
+} // unnamed namespace
+
+int UtcDaliAnimationStopPropertyValue(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" );
+  END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" );
+  END_TEST;
+}
+
+int UtcDaliAnimationPausePropertyValue(void)
+{
+  const float durationSeconds( 1.0f );
+  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+  const Vector3 originalPosition( Vector3::ZERO );
+  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+  Animation::EndAction endActions[] =
+  {
+   Animation::Bake,
+   Animation::BakeFinal,
+   Animation::Discard,
+  };
+  const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
+
+  // For all end actions, when pausing, we stay at the current value
+  for( auto i = 0u; i < endActionCount; ++i  )
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetEndAction( endActions[ i ] );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render( halfAnimationDuration );
+
+    // Puase the animation early
+    animation.Pause();
+
+    // The event side property should be set the current value immediately, the update side property will still only be halfway
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayFromWithLoopCount(void)
+{
+  TestApplication application;
+
+  auto actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f );
+  animation.SetLoopCount( 2 );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1001 );
+
+  // One loop completed
+
+  application.Render( 2005 );
+  application.SendNotification();
+
+  // 2 loops should have completed
+  DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION );
+
+  // Another render needs to occur after all the loops end
+  application.SendNotification();
+  application.Render( 1000 );
+
+  // Stop the animation and use PlayFrom, previously we got an Assert here
+  animation.Stop();
+  animation.PlayFrom( 0.5f );
+
+  application.SendNotification();
+  application.Render( 1000 );
+
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCombineToAndByWithStop(void)
+{
+  tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetPosition( 100.0f, 100.0f );
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
+
+  // Check the y position, it should be the same as before
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCountAndGetAnimationAt(void)
+{
+  tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetPosition( 100.0f, 100.0f );
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
+  DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION );
+
+  DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) );
+
+  Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 );
+  DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION );
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
+
   END_TEST;
 }