I've created a plane with a hair particle system and with hair dynamics on. I then used a particle instance modifier to add a custom cylinder to each hair particle, and turned on both 'create along paths' and 'keep shape'. I then added a wind force field to displace the particle system and (I hoped) in turn the cylinders. However, the instanced particles remain stationary when I play the animation and do not follow the paths of the hair particles (which deform just fine). Is there any solution to this? Am I missing something obvious? Here's the .blend file: https://drive.google.com/file/d/1qqP-HdKrQP_uk3MMPlcxnhdnoKtU7yi7/view?usp=sharing Thanks
You almost did it, just a few things to fix:
decimate the number of faces of the cylinder with the Decimate modifier, un-subdivide. The faces get multiplied by each particle. In Object mode, right-click the object and select Shade Smooth, and will look the same with only 300 vertices, that's 1/10th.
lay down the cylinder along the Y-axis by a -90° rotation around the X-axis in Object mode, apply the Rotation (Ctrl+A). Make sure that the cylinder's origin is at bottom of the mesh, at world origin. Apply Location if needed.
In Edit mode, move 3D Cursor to world origin (Shift+S), select all vertices (A), and select from menu: Mesh → Sort Elements... → Cursor Distance. This prevents strange things from happening as the particles bend and twist due to a change in wind direction.
layout of particle object