Provided you take precautions of re-naming sub-rigs, and warily positioning / posing via the 'parent' sub-rig as described above, they are
mostly-biddable.
Like many other 'ported' FBX figures, their rigs / sub-rigs do
not have joint limits set as-is, so may be bent without 'anatomical' limits. Can take a bit of 'trial & error' to figure which sub-rig and xyz dial is appropriate for a joint.
Especially for clothing, if you want to drape it independently of the body...
The figures have expressions, but I did not get around to tweaking those...
Unlike the OBJ importer, there's no 'offset' or on-floor option for FBX, all land where they please. These arrive at 0/0/0, but upside down. So, first, move any default
Poser scene figure out of the way. Import FBX. Takes a few seconds for mesh to load, rig(s) to assemble, texture(s) to auto-apply. Speed varies per complexity and PC resource, some high-poly, multi-sub-rig FBX may take a minute or two. Or longer. Now you can use hierarchy window to re-name these sub-rigs. Back in scene view, select the 'parent' sub-rig, use
Poser figure zero options to flip upright, then 'body' / 'body-part' dials to position and pose.
Sorry, there's a bit of a learning curve...
Never mind which sub-rig is the 'parent',
Poser will, almost mischievously, switch to one of the others if you lower your guard. So, if you dial / drag pose eg shoulder / upper-arm okay, click on the fore-arm but it writhes like a tentacle, yeah,
Poser switched to that sub-rig when you blinked...