Thanks for the additional information, Ron.
You might open the file first, otherwise the text below might appear too cryptic.
The idea in the attached file is to use the Formula Effector and animate the cubes from there. Well, they get a changed “Weight” value from it. The Weight they have is then used instead of the weight of the Inheritance.start to allow for the move between the Grids {start/end]. The Change of weight makes them move to the other Grid. (Grid is introduced to teh Cloner Object via the Inheritance Effector. So, moving the Grids (Matrix.end or Matrix.start) will change the start of end position of these.
The Formula Effector just asks is the ID of the clone larger or smaller than the “f” (which is animated below, the slider called “f’.) if the formula results in a true “?(id<f;1;0),” the formula effector will change the weight to the clones. Watch for the weight sliders/values of the other Effectors, it is critical.
The Delay Effector is set to “Blend” so the transition is slow, and not like a switch.
The whole set up works, as the Cloner Object produces a linear group of Clones, so each has a unique ID. If the Cloner would have been set up as Grid from the start, many clones would have the same ID, and then we would work with a Falloff animation, row by row. (Too much work :o)
As I created the “cube” with an Spline and Extrude [NURBS], it allows for set up work to use the spline only (time and refresh is better). More importantly, the Cap can be set as default Sletion in the Texture Tag, here “C1”, the other Cap would be C2. As a nice side effect, you can set the spline as well the Extrude to create some Bevels, to catch some light and perhaps to look more appealing… which is an artist call of course.
To have a slight random z value, I set up four child-objects under the Cloner Object, have a look, it is easy to spot in the Extrude Movement and in the Cloner Object>Clones>Random.
Good Luck
Sassi