Thanks for the fast and detailed response. This really helps me.
But I’ve still some “troubles” using this approach. I’ve made and rendered a test scene. The problem is the border between still and animated trees. When the spline mask is non animated it’s all okay, but when I animate the mask the new animated trees suddenly pop in. there isn’t a transition zone from still to animated.
Here’s a low res render, but you can see the “popping” : http://youtu.be/eY6Ml2a7Xh8
Using this same approach I could use more than one spline mask. Circle in a circle in a circle.. and give each outer ring a custom animated tree ranging from smooth to heavy. Anyway, it’s becoming much too complicated.
Wouldn’t it be cool if there’s an animation option like this build in Forest pack?
I’t needs to work a bit like the Morpher modifier. Create one static object (a box for example) Duplicate (copy, no instance) that box and animated it (with a twist modifier or something). Put a Morpher modifier on the static object and point the target/ channel to the animated version. Thick “Automatically reload targets” and you’re done.
Now press play en while the animation is running increase the morphvalue… How Higher the value, the heavier the animation becomes…
In the forrest pack there is a falloff value on the border…
Use a comparable option with that falloff value in the new animation option acting like the morphvalue in my explanation above, and the animation smoothly transistions in.
I think this option is not only handy for the problem I have currently, but can create a lot of fun other possibilities animating with forest pro when using other objects than trees.