Layers, Forces and Physical Properties
For the version of hair I was using in "Introducing Rosie 5" I had four separate hair objects. Three of them had at least three (one had four) different hair layers: Base, Longer and Back Long. The main one also had some shorter hairs on the top: Fly Away, I called it.
In early tests, I only used the one main hair object with the four layers and I set the Air Dampening field slightly higher as each layer got longer so that the shorter hair had more movement than the long.
It was during these tests when I was also reading through the 3dXtract e-zines and found the articles on Physics and Forces to be most interesting. When I'd try the hair simulation on a walking character the hair would just slide over the shoulder and float back behind the character. Probably not too unreasonable, but I didn't want the hair always just sliding around like that.
My first move was to increase the Friction and lower the Bounce in the collision settings of both the hair and the collision proxies (Effects tab). This helps.
After reading the articles on Forces, I decided to try a Point Force parented to the hip to see if that would help. That's where I was when I did the video above. The difference between that and the results I got before were outstanding. At that time, instead of using point forces to help shape the hair, I had made more proxies and increased the collision distance in order to push the hair outward.