Yes it is possible in newer version of Animation nodes. Before doing this type of animation we have to prepare our objects. Make sure that the objects have loose parts(we can't do this on a single mesh). Each objects should have appropriate orgin for better looking animation.
Let's look at this example, I have a cycle object which is composed of multiple objects. So i put everything into a collection 'cycle' for ease of use.
Next step is storing the current transforms(location,rotation,scale) of every objects into a ID Key. This is important because when using nodes like Object Transform Output
or Object Matrix Output
will set objects transforms to a default value.
We can create ID key by:

The ID key can be accessed inside nodetree by:

Next step is driving the scale and rotation of objects with a falloff. There are different types of falloffs are available in animation nodes. Here i used Delay falloff for demonstration.

See Animation nodes Documentation for more info