Thank you for the reply! I really appreciate it.
Rendering the frames didn't help either but it turns out the workflow for generating the fur/hair in the cinema 4d hierarchy or object list was the problem. When ornatrix fur/hair is generated, the group is created above the scalp mesh/bind mesh with mask(whichever you use). This is what is causing the issues since cinema 4d reads its objects list from the top to bottom.
The issue with the mesh offsetting was that the point data of the scalp mesh was being transferred later to the groom strands because the hair/fur strands are being read first in the list and then the animation of the mesh, hence the offsetting.
I had to put all the generated groom right after the scalp mesh without the Moov physics node because I was debugging. It turns out to work perfectly even with the Moov physics added to the strands group. This works because now the mesh data is read first from the object list and then any data that needs to be transferred to the ornatrix groom is done.
Honestly, it took me a while to figure this out. It would be great for cinema 4d users to know this.
The Moov physics attributes are not very intuitive to control in order to get the desired effect on your hair sims. Also, the graph attributes don't really affect the hair strands much even at extreme values of it main property.
Quick request: Can we get an in-depth tutorial on how to simulating different hair types with the physics nodes and the rest of the simulation tools?