I've had some luck rigging hair guides to bones with Expressions, but I've hit a snag. If anyone has ideas, please post them here.
Here's how to get started:
-In Modeling mode, create a new bone chain. Match the bones to the default positions of the guide hairs' control points.
-In Skeletal mode in an Action, Pose or Choreography, jiggle the position of the bones to create Rotate channels for them.
-In Grooming mode, jiggle the positions of the guide hair's control points to create rotate channels for them.
-Select the first hair guide CP in the PWS, and bring up the properties window.
-Leave the Rotate properties unexpanded, so that they're all on the same line.
-Right (Control) click on the Rotate properties, and select Edit Expression.
-A blank Rotate= expression is created. Expand the first bone of the chain in the PWS and click on its Transform.Rotate.X channel.
-Delete the ".X" from the Expression. You'll get something like "..|..|..|..|Bones|Bone1.Transform.Rotate"
-Repeat for each of the remaining guide hair CPs and bones in the chain.
Move the bone chain into some weird angle. Hit the spce bar to update the window, and the guide hairs should move.
The trouble is, they probably won't match the positions of the bones.
The trouble here is that the Z-rotation (roll handles) of the bone doesn't match the Z-rotation assigned to the guide hair. It's dancing like it was told to do, it just doesn't know which way is up. If you go back into the model and start playing with the roll handles, you should be able to get the bone chain and the hair guide to match up. How? I'm not entirely certain. In a simple 4-spline/4-point patch, aiming the roll handles of ALL bones in the chain at the opposite CP will make it match up. On a more complex surface, I'm still lost.
Here is a (working) example:
Click to view attachment
Click to view attachment