How to make hair dynamics work with surface deform modifier and cloth simulation to make a blanket with tassles?

I'm trying to 'drop' a blanket with tassels onto a sofa using cloth simulation and am having trouble making the tassels behave realistically. I am using the surface deform modifier to deform the blanket using a simple subdivided plane, and am then applying the cloth simulation to that plane.

I have used a hair particle system to add fringes to the blanket, and have turned on hair dynamics. However, when I play the simulation, the blanket deforms fine but the fringes don't behave very dynamically. Either all the fringes stay in exactly the same orientation, or several of them end up facing upwards and in both cases they don't deform along their length at all, behaving more like solid rods than tassels.

Blend file can be found here

• a blend file would help a lot... Feb 16, 2021 at 13:15
• @Chris Here's a link to the .blend file: drive.google.com/file/d/1w_bRBRI3u-4e3KkCmDm77ibjpzIh4xNR/… Feb 16, 2021 at 13:34
• with the file you sent the particles/hairs aren't falling at all.... Feb 16, 2021 at 13:54
• Sorry about that, I forgot to bind the surface deform modifier again after I'd made some changes. It should work now: drive.google.com/file/d/1w_bRBRI3u-4e3KkCmDm77ibjpzIh4xNR/… Feb 16, 2021 at 14:26
• Does anyone have any advice on this? I've been battling with this for days, including trying the particle instance modifier, but to no avail. Feb 25, 2021 at 22:21

Edit: For the sake of completeness, it is worth noting that the issue here in this question is about the fact that the blanket has normals that point in the wrong direction. To flip them press Alt+N in Edit mode. After that, the tassel object needs to be rotated by 180° (X-axis: -90° → 90°) so that it sticks out and not in the blanket. To make the tassel bent along the hair particle a Particle Instance modifier is needed (see linked question above).