daz studio 4.21.05, blender 3.4.1, diffeomorphic 22.214.171.1244
It seems import pose does something strange, that is, it makes some sort of cross-axis conversion that to my understanding doesn't make sense in euler based systems. The pose should just load as is, storing the pose values in the appropriate axis.
The issue only arises when loading a pose in a rig with a different rest pose than the original. This includes any daz custom figure imported as dbz, apart the default G8.
Below an example. To better show the issue we use a "prebended" Victoria 8 imported as dbz, then a pose that "unbends" the figure to the default daz rest pose. Files included prebended-v8.duf unbend.duf.
- import prebended-v8.duf as dbz and merge rigs
- import the pose unbend.duf
Now we see for example that the left shin rotation is messed up, it is -65 bend in daz so it should be -65 x in blender, but it's not. It's the same for the other bones all the values are messed up compared to the daz pose.
# import pose conversion daz left shin rotation = -65 bend blender left shin rotation = -64.6 x, -8.95 y, 8.91 z