What they used in “Spring” to make hair animation work is a pretty dirty hack: they used a Python handler to copy vertex coordinates from a driving mesh (which has all the animation data) to particle hair strands.
A nice fellow describes the approach in a brief tutorial here:
To my understanding the same procedure should work with 3.3 hair curves as well, there’s a tutorial around for 3.3 hair curves and animation that seems to apply the same trick …