Design note: if Auto Key is not enabled before posing the avatar click the Add Key button  to mark the selected control element, and bones it controls, to the Action Editor timeline. This needs to be done each time a controller is moved or manipulated. To clear or reset a control click the Zero Bone button  (Zero Pose resets the entire avatar).
Prior to export, if a pose is to be ‘static’ and not move (not animated), ensure Make Pose is enabled . If the pose is to completely override the defaults enable Export All Bones  – if this option is not set only data associated with bones specifically marked to the timeline will be exported, useful for animations that augment the defaults rather than fully replacing them.
After import if the pose distorts or behaves unexpectedly it’s likely the project has defaulted to using the skeleton brought in with the file. This typically happens with projects derived from the base female (80) and base male (191) avatars. To fix, on the left side of the Studio under Component click the Skeleton icon . Select the listed entry  – there should be a single entry for avatar poses (the name may differ from shown below). To the right side of the editor in the Inspector, click the Asset drop-down and set Female04_Anime01_SkeletonMASTER.xsf  from the list (the full name may not be visible). Click Preview to assign and correct the problem.
Deriving from the base avatars can cause poses to distort. If this happens it’s likely the wrong avatar skeleton is being used. To fix this the skeleton being used  needs to be reset in Skeleton  options where Female04_Anime_SkeletonMASTER  will be available.