Exporting pose doesn't look right
I was trying to prepare a Genesis character for clothing in Marvelous Designer, so I was posing it with the limits off.
I'm really clueless when it comes to animation so what I usally do was that I drag the Timeline bar thingy all the way to the righjt while the model is in T-Pose, and then start posing. I usually do this so that I can export as .dae to Marvelous Designer. Then I replace the static T-Pose figure with the animated one I made, and hit simulate.
But this time I tried that (this is the first time I tried with limits off, I think), the pose looks slightly different. The arm was less rotated as if it was affected by the limits options (I'm not completely sure about it). I tried various different options.
I usually checked the "Animation" checkbox and the two below it ("Include transformations" and "Include morphs"). So I tried again with only the "Animation" checkbox, but it didn't have the animation when it was exported leaving me with only the static posed figure
I'm so frustrated and can't figure out any solution. Can anyone point out what in the hell did I do wrong?

Comments
I'm not at all sure in the slightest as I don't use animations much, but is the 'limits' on the pose turned off at all points in the animation?
What does it look like when you drag the slider along? How many frames are there in the animation?
(Just asking as maybe someone will see and have a better idea)
I used 200 frames. I tried to change the frame numbers too, it doesn't fix anything
When I drag the slide, it simply animates the figure from T-Pose to the pose I desired in Daz Studio. But when I exported it as .dae the last frame looks different
I also use the scene tab, expanded the Genesis tree completely. Ctrl+A, Edit->Figure->Limits Off, then drag the slider all the way to the right when the figure is still in T-Pose, then applied the pose preset I made. It still didn't export correctly!
Again, I'm not at all sure limits is the cause, it's just a shot in the dark.
I'm pretty sure there are other thing causing it
EDIT: I tried the Alembic Exporter, and it works perfectly.
From the quote above I'm assuming that is the reason when I tried to export using Collada, the animation looked different? Because it doesn't export exactly?
But of course Alembic doesn't export joints which is a problem, so I would honestly rather use Collada. So does anyone have any solution to this problem?
Alembic bakes the animation to vertex moves, so it is in no way dependent on the rigging being treated in the same way in both applciations. Collada, however, exportsd the rigging and the movements so it can be thrown by variantions in the way the rigging data is treated - though if it is affecting only some poses, when out of limits, that may not be the root of your issue. Can you try FBX as an alternative?