And like the theory stated before, when this control is animated around, the locator currently drifts all over the nurbs plane.
BUT, if I scale the nurbs plane down to 0, there’s no surface area left for the locator to drift and volla, we have a locator pinned to the center of these floating dynamic curves that I can parent constrain what ever I want to. (FYI, if you tried using a polygon plane, you’ll notice the locator doesn’t follow any more once the planes scale goes to 0)
After that it’s tweaking the settings you want on your hair system to get what ever turbulence, stretch, stiffness etc you’re looking for on your animation. I’m sure there’s at least a couple other ways to make a rig like this.
But like anything, the concept of the functions is what’s important in the tutorial. If you understand the concepts and theories, you can modify and combine these types of rigs to do what ever you want them to.