Yeah, sorry, its hard to describe.
Or maybe im missing how the Map feature works.
Heres how i understand it (and maybe im wrong??
At the moment.. when animation control is turned on (any feature).. the forest objects move when play is pressed.
This can be randomised with the 'Random Sample' feature.
Or controlled with the new Map feature.. Specifying where in the animation cycle each forest object starts from (offest).
But when play is pressed.. the forest objects always move.. and always the full range of animation of the Main object.
I would find it useful if the map drove which keyframe to load onto the forest object.
black = frame 0 of the main objects animation and white = frame 'x' of the aniamtion (whatever the last keyframe is)
So as a custom painted map was animated the forest objects shape only ever matched the value of the map.
This way.. if the map was never animated.. the forest object wouldnt move when play was pressed, but it would have a different (static) shape due to the Map driving which frame of the original animation was loaded on it.
If the map was animated or moved then the objects would be forced to change shape to the new value of the Map.
As the map animated some forest objects might experience the full range of black to white.. and so would use the full range of original animation.
Other forest objects might only experience very subtle or even no change on colour and so would appear not to move at all.
Hope this help to explain my idea.