HelloJPWestmas wrote: So my question is, what would be the best way to keyframe these nurbs deformers (not procedurally but by eyeballing them and placing by hand), which in turn would drive the hair strands.
here you go. Deformations are applied in pairs (that's a usual method in ICE). Static and deformed emitter, static and deformed hull. Everything should stay at zero transform, only deformation is "safe". Hull should be mesh, only. Generally you want higher mesh resolution than strand resolution, smooth hull as possible as well. Because it using as much fast, "faceted" method for transfer.
I've added some test animation.
'deform by hull' node goes anywhere after 'form' nodes (nodes which usually have some geometry input). For reasonable performance, it should go before hair filler. For later use, you just export the node in same folder, where kH stuff is.