Applies to SI version 7.01 and more.
Go to samples, take the mesh from 'emitter_297poly.emdl', adapt it to your model. Usually you'll use Shrink Wrap Op. Emitter should reside at world origin.
Create SI model, call it 'simulation_syflex_start' or like, put the emitter under model. Create ICE tree on emitter mesh, put ICE tree into animation region. If you want emitter on different position, freeze transforms. Connect node called 'kH3 Initialize PolyMesh Emitter'.

From sctrach:
Extract polygons from model, subdivide it to high resolution, use Filter Points Op to get triangles. You want about 250 - 500 triangles. One triangle is one chunk. Chunk is a base for three guides. Chunk in Kristinka Hair is a base unit for interpolation - similar to guide in SI Hair. Mesh should have only triangles. Nice, unfolded, UV projection is required too, without overlaps.
Create SI model, call it 'simulation_syflex_start' or like, put the emitter under model. Create ICE tree on emitter mesh, put ICE tree into animation region. If you want emitter on different position, freeze transforms. Connect node called 'kH3 Initialize PolyMesh Emitter'.
Create empty ICE Point Cloud, create ICE tree on it. put the Point Cloud under 'simulation_syflex_start' model. Call it 'pointcloud_hair'. Bring node called 'kH3 Emit from PolyMesh', connect it to root ICE node. In explorer, navigate to mesh emitter, drag and drop it to ICE tree, connect it to 'PolyMesh In Name' port. You'll see something like this:

If kH3 Emit from PolyMesh displays in red, checkout:
1: does the mesh emitter have ICE tree with 'kH3 Initialize PolyMesh Emitter'.
2: does the reference to UV projection, match to name of UV projection on mesh. You'll find this reference on bottom of PPG.
Default is 'cls.Texture_Coordinates_AUTO.Texture_Projection.UVs'.
Give some meaningfull shape to hair. Create a NURBs surface, which approximately defines the main shape of hair. Call it 'shaper'. Be sure that red boundary describes the parting line of hair. To see NURBs boundaries, enable them under 'eye' icon of SI viewport. Bring 'kH3 Follow NURBs' node, connect the NURBs shape. Now you should see something like this:
Probably you'll need to adjust some parameters of kH3 Follow NURBs. Here's typical troubleshoting:

You can make tweaking of NURBs surface easier, by sticking it to appropriate mesh. To do that:
1: Select NURBs shaper.
2: From Model menu, run Poly.Mesh > Nurbs to Mesh
3: Set 'From Control Hull' ON, 'Stitch Active' OFF.
4: Freeze mesh
5: Create ICE tree on NURBs, add node 'kH3 Stick NURBS To Mesh', connect mesh to 'Extracted Mesh In Name' port.
Finally we will add 'kH3 Hair Filler node'. 'kH3 Point Color' is a mainly helper for better display. You can call this color in Render Tree, too.
Create new empty ICE Point Cloud, call it 'pointcloud_extrusion_emitter', put it under 'simulation_syflex_start' model. Create ICE tree, add 'kH3 Emit Extrusion Emitter From PolyMesh' node. Connect 'polymesh emitter' and 'pointcloud_hair'. I've used mesh extrusion from MT Strands/Melena addon.
If you're using out-of-the-box extrusions from newer SI versions, you'll want 'Up Vector' mode. kH3 node that calls strand up vector is 'kH3 Get Strand Up Vector'.
Freeze the newly created mesh.

If you have Melena addon installed, extrusion procedure is:
1: select point cloud
2: model > primitive > create ICE strand extrusion
3: in PPG of custom operator on newly created mesh, type 2 for subdiv
4: freeze the mesh

Once you freeze the mesh extrusion, segments parameter in 'kH3 Emit from PolyMesh' should stay the same. Topology of mesh emitter should stay the same as well.

Defaults are set to mesh stripe. That is, two vertices on mesh, per one strand segment. Point Position is not included - if you want first vertices on stripes, closer to point position, set 'First Segment' in 'kH3 Emit from PolyMesh', to about 0.1.

In 'kH3 Emit from PolyMesh' on 'pointcloud_hair', DISABLE hair filler.
Create copy of mesh emitter, freeze it, call it 'deformed_emitter'. Use GATOR to transfer the envelope or any else deform Op. This mesh will serve as pin target for Syflex simulation on stripes.
Create a special collide mesh, trying to avoid cavities in original model,. You can do it by shrink - wrapping a some approximate mesh. In next step, use Smooth Op, with enabled 'restrict to curvature type' under advanced options. You'll want 'concave'. Transfer envelope to this one, too.
Create selection for Syflex pin. To make the process easier, you can temporary use the 'kH3 Select Segment On Extrusion' node. This node moves the vertices, so it's easier to select and grow. Now we will create a point cluster from selection. Don't spare with count of vertices. Once point cluster is created, remove ICE tree.

You have to enter the correct count of strand segments, manually.
Apply Syflex Op to mesh extrusion, move Syflex Op to animation region. Apply Gravity force, connect collide mesh. Use point cluster for Syflex pin, connect pin to 'deformed_emitter'. Now we will use ICE to set a nice wieght map for Syflex Pin Op. This is really important, we won't go with self collision, smooth pin is here for keeping the original shape.
So next step is: create ICE tree on mesh extrusion, put it in animation region, just bellow syflex Op. Connect 'kH Set Scalar Value On Mesh Extrusion', set it to gradually loose weight along extrusion. Save and reload the scene - this will update Syflex Pin map.
Set Pin distance to more than zero, let's say, 0.001.

You have to enter the correct count of strand segments, manually.
Now we can delete 'pointcloud_extrusion_emitter'. We don't need it anymore, also it's easy to re-create this one.
One more ICE Point cloud is required, for transferring motion back to hair. We call it 'pointcloud_transfer'. Again, empty point cloud, non-simulated ICE tree, like this.
There is no important parameter to set, here.
On 'pointcloud_hair', now ICE tree looks like this. We will enable hair filler again, but this time it is connected differently. It's very important to keep hair filler *after* 'kh3 Stick Hair to Mesh' extrusion. Otherwise it won't work correctly.
'kh3 Stick Hair' to Mesh extrusion has two functions. Actually it sticks *both* to deformed emitter and mesh extrusion. At zero 'Emitter to Extrusion Blend', point cloud is just deformed by deformed emitter, like fur. You can modulate this blend along strand length, by 'kH3 Strand FCurve' node.
There are many way to modify the hair. Modifiers are always going *after* the form node, *usually* before hair filler. Adding too much modifiers after hair filler is performance killer. Modifier before hair filler, affects three strands, defined by triangle of emitter mesh - that is what belongs to one 'chunk'. After hair filler, it affects each strand, individually. Modifier takes the deformation vectors, created by form node. These vectors are modified again by 'Stick Hair To Mesh Extrusion' node. So, modifier will follow the shape, even in simulation. Modifier itself, usually, don't create the deformation vector.

Best Regards,
Anto Matkovic
June 2012