You can use an Anim Wires modifier to animate the splines in your hair fur groom or instanced splines. After adding the modifier, you can attach a hair system to the anim wires so that Maya drives the animation wires using the dynamic output curves from an nHair system.
You can use an Anim Wires modifier with splines Description regardless of how they are generated( set by Generate the Primitives) or controlled (set byControl the Primitives by). See Create hair or fur using spline primitives.
 ) and turning off 
			 Update Preview Automatically can make the point map generation faster and the maps's control markers easier to see.
) and turning off 
			 Update Preview Automatically can make the point map generation faster and the maps's control markers easier to see. 
		   to open the 
		   Add Modifier Window.
 to open the 
		   Add Modifier Window. 
		 to add an 
		  Anim Wires modifier, and then click 
		  OK.
 to add an 
		  Anim Wires modifier, and then click 
		  OK. 
		  An Anim Wires modifier is added to your Description's modifier stack.
Now specify a control map for the modifier.
The Anim Wires modifier uses the points map from the Clumping modifier.
Yellow point markers indicate the locations for the animation wires.
For more information about point maps, see Create point maps for XGen modifiers.
Maya generates the points map for the animation wires. You can now generate output curves and attach the nHair system (see below).
If your Descriptions have one or more Clumping modifiers, you must specify a control map for the Anim Wires Modifier modifier.
For example replace Clumping2 with Clumping1.

For more information, see Groom Bake modifier.
The dynamic curves now drive the animation wires.
Note that you must select the curves individually, not the hairSystemOutputCurve group.
The animation wires now inherit the curve's dynamic animation, which is generated by the Nucleus solver.
 .
. 
		  You can now animate the Anim Wires by applying other Modifiers to the splines , such as a Wind or Directional Force modifier.
With the groomed objects in a base-pose (initial frame), the wires should be static so that a reference wire pose can be stored. Wire animation can start after this initial frame state. At render time, each spline is bound to the static reference wire and then animated. See XGen patches.
For information about setting the initial state for the nHair system, see Set hair curve positions and Start Rest and Current Position curves.