It can’t actually be handled quite the same as in Studio, because the two weight mapping systems are incompatible. The DSON converter actually completely rerigs each item based on its face groups. This is a huge and impressive accomplishment in and of itself, that they were able to automate that, but it also requires that the face groups of the item are set up a certain way in DAZ.
Because DS does nothing at all with face groups (they are basically for rigging convenience), I didn’t set up the jacket deliberately to have each custom bone assigned to one. Because that leaves vertices assigned to no face group, the DSON converter reads those faces as “invisible.” This means that the jacket’s custom boned areas are magically gone after conversion, leaving big holes in the mesh in Poser.
There’s also the fact that there might not be enough custom fixits for Poser’s lack of collision, but with this item I wouldn’t worry about that given the huge number of customs it has. The other main thing is the shaders. They are many and fancy, and they will not convert to Poser mats properly at all (I’m having to use some ugly workarounds just to equal what LIE can do with my Rendo DSON products!).