Interesting find, when I look into Animations I find the bones and attachments along with HUM_SPRITEDEF catalog, which seems to define movements or the actual posing/animation I'm looking for! Even a slowpoke such as myself has tried looking into files with Notepad to read 'em, and in such files extracted like P01_HUM.SPH has variables to bones called "HUMTH_R_TRACKDEF" (human model, right thigh bone).
I tried the whole day yesterday clunkering around P01_HUM.SPH and reading the numbers as if they were points or angles to move the limbs/bones into their default position (or in this case, the first animation frame). That was a hueg (not huge, HUEG) fail, unless my human guy wants a job at Cirque Du Soleil as a contortionist. ROFL
That ZoneConverter1.2 program is a piece of work... but why oh why does it export in .3mf? Nothing reads that crap. I have Bryce 7.1 and it won't import it. Nothing else reads it. WARGLBLARG. Exporting in .OBJ just gives a mass of jumbled crap, so I had to use EQModelViewer and export a human head and body seperately, then import both and merge them into one (exporting both head and body at the same time = MASS OF JUMBLED CRAP).
I'm just still working on my original dude, bending limbs to make the P01 pose I desire so much. Taking screenshots in-game like a photographer on meth, trying to get various angles of each limb so I can hopefully wrangle the one I have to match it.

Know what would be awesome? If I could export the stickfigures model to my dude, and just be like "SNAP BONES TO THAT". lol