You can use the Wind modifier to apply wind effects to spline primitives. The wind force is controlled by a 3D vector field with a main direction force and a second force that runs perpendicular to the main wind force. When setting up the Wind modifier, consider the following:
Lets you control how the modifier affects primitives in specified areas of the surface. For example, use Mask to load or an expressions or create a Ptex map that masks out the effect of the modifier.
The higher the stiffness the less splines bend in the wind.
Main vector direction of the wind.
Constant strength of the wind in its main vector direction.
Maximum strength of the wind component in its main direction (controlled with the Noise locator).
Maximum strength of the wind component in its secondary direction (perpendicular to the main one).
Shear frequency (wind component in the transversal direction).
Randomization seed for the noise generation.
Turning this on can stop unwanted motion in the noise field when working with animated or deforming meshes.
For information about Prefs, see XGen patches.
Sets the low frequency noise.
Sets the low frequency noise bias.
Sets the high frequency noise.
Sets the high frequency noise bias.
When on, primitives are treated as clumps by the wind force. For this to work you must create a clumping map such as the one used by a Clumping modifier. See Create point maps for XGen Modifiers.
Loops the Wind Modifier effect between the specified Loop Start Frame and Loop End Frame.
Start frame for loopable noise.
End frame for loopable noise.
Sets the noise field units when the wind travels in the loop.