Hey @freeze,
yes, clonerObj would be in your case the object which holds the generated MoGraph particle output in its cache. But generally speaking, you should not reach into caches. Sometimes it is necessary, but caches (be it generator or deform caches) are a dynamically generated part of the scene graph you usually should not interact with.
Just getting the matrices of the elements in the cache is fine (to print them or do something similar harmless). Establishing pointers into caches or relying on the fact that there is an established cache is not fine (note that my code checks for the cache actually being populated).
I still do not really understand what you want to do, but it strikes me as being on the 'you should really not do that' side. As I said in the beginning, MoGraph is a particle system and you are only supposed to interact with the abstract particle data.
I have the feeling you want to interact with the MoGraph particles as if they were tangible objects in the scene graph. This is simply not supported/intended.
Cheers,
Ferdinand