How to color hair different from emitter object? Why is my dynamic hair render just still frames?
With the emitter selected click the materials tab (beach ball icon) and plus-sign two different colors (skin and hair for example) and name them. Set the emitter to the color you want it to appear (skin) and then in the particles(hair)/render listing, select the path material color you want the hair to be next to Material.
You need to bake a cache for hair dynamics. Under particles/hair dynamics, arrow-down the cache tab and bake the frames. You can either choose a temporary cache or you can specify a location on your drive to save the bake.
The wind force field was keyed for a default strength and then set with the "noise" in the graph editor modifier so that the wind power is constantly changing strength and direction.
I also learned that in the Particle/Hair Dynamics the item called Pin Goal Strength is intended for styled (combed) hair to control how much it returns to it's style after being blown about by wind or motion. Basically super hero hair. Fun!
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