I’m not totally sure I’m seeing what you’re trying to show me, but I do see the hairs lagging behind the animation in v2. I may have worked out a solution with maxon support where the hair instances have to be added to a “scalp” without any binding to the rig, and then making that a child of the head bone. Then changing the hair object priority to -499 and set to “generate.” The existing instances detach from their original positions and have to be redone, but going forward this seems like it could work.
That being said, I don’t understand how this isn’t a problem for every person using hair with a rigged model in C4D. I would think the hair object was created specifically for this purpose, so having to use a work around at all is rather disappointing.