From Xojo Documentation
Inserts a KeyFrame at the moment specified by AtSeconds.
KeyFrames allow you to "queue" multiple animations in a single transaction with the server, without resorting to complicated Timer-based implementations. To do this, insert KeyFrames, then following calls to the animation functions (such as Move, Resize, etc) will occur at each KeyFrame.
This example would move a button down 100 pixels, then back up again over 2 seconds:
Animator1.Move(Button1, Button1.Left, Button1.Top - 100, 1)