Caveman wrote:
I have to ask should I connect the Emitter Polygon mesh in the "Deformed Emitter In Name" port of "kH3 Initialize Polymesh Emitter 2" if not connected the Get Data and few other nodes inside "kH3 Initialize Polymesh Emitter 2" stays red.
Yeah I forget to answer to that. Entire compound in red, that's something to take care of. Red nodes *inside* the kH compound, but entire compound is not red -
this is not your part of job 
. Ok seriously, there is 'first valid' ICE node somewhere. If there is input, and input is valid, compound takes this input. In mentioned case, you want the deformed mesh as input, if you're planning to deform hair, according to deformation of underlying mesh, also there is 'kH deform hair' somewhere in main ICE tree. Otherwise, missing ( or, not valid)input is just ignored and replaced by values from original.
Generally, Kristinka Hair is trying to save you of:
1: digging into compounds
2: dealing with custom attributes ( or exactly, they have a non abstract names)
3: running into ICE context issues ( has a lot of 'forcing' of strand array context)
4: having a more than one ICE tree for one hair ( not all the time, but it tries to do that)
It's structured in as much 'natural' way. Root first, then trunk, leaves at the end - or in kH names: emitter, form, modifier.
Each compound tries to create a visual, recognizable effect, immediately. This 'initialize' node is unwanted exception, unfortunately I didn't find a way to avoid this thing.
More or less, similar to 'easy to use' level already present with ICE factory particle compounds.