Trig

Allows you to apply basic trigonometric functions to animate your objects.

Trigonometry Node

Amplitude X, Amplitude Y, Amplitude Z
Determines the number of units at the peak and trough of the animation curves in the respective axes.
Frequency X, Frequency Y, Frequency Z
Determines the speed of the animation in the respective axes.

Strength

Strength
Fades the node's effect for all the objects at the same time.
Random Strength
Smoothly fades the node's effect on all the objects in a random order.
Step Strength
Turns the node's effect off one object at a time.
Strength Map
Determines the input file (2D texture, animated texture, etc) that controls the shape of the node's effect.
Map Projection Axis
Determines the axis along which the Strength Map is projected.
Map Helper
Displays the object being used to interactively place the Strength Map in the scene. You can right-click the field to create a new helper object (a plane) if none exists. You can also middle-drag a mesh into this field or right-click to connect a selected mesh. If a mesh is already connected, you can also right-click to break its connection or show it in the Outliner.
Note: For the best results, assign the same texture to both the Strength Map and the Map Helper (this automatically happens when creating a new helper object).

Per Point Adjustments

X Function, Y Function, Z Function
The type of curve to use along each axis.
Step
Determines the offset along the curve assigned to each object. Lower values cause all objects to have similar animation, while larger values will cause them to differ greatly.
Absolute Values
Forces output values to be positive.
Whole Numbers
Forces output values to be whole numbers.