That's getting there - now the real work begins... :-)
- Since this in an inorganic model, you need to turn off bending for each actor so that it hinges rigidly - like a robot rather than a human figure. You can do that by going through your CR2 and replacing all "bend 1" with "bend 0" - or you can use Ockham's script, however his site wasn't responding when I tried it just now.
- Poser won't read the MTL file when you convert a hierarchy, so you'll need to apply the textures and colours in the material room. Poser can set the colour of an untextured part directly, so there's no need for separate texture files titled "red", "white" and "blue" etc. Incidentally it isn't a good idea to have names which might be used by someone else, because Poser sometimes gets them mixed up.
- Then you'll need to adjust the joint parameters. This is made easier for you because of the inorganic bending - you probably only need to touch the centres on most joints, so that for instance the canopy hinges from the back, rather than around the middle. Drag the green and red crosshairs to the right spot, using the orthogonal cameras so you can judge it more easily.
- If you want, you can change the dial names to something useful (like "up" and "down"), and maybe hide the ones which don't do anything useful.
Poser has the ability to deal with L-R symmetry, so for a future project you may want to model the plane with its fuselage along the Z axis. Then label the surfaces "rAileron" and "lAileron", and so on. Pose recognises the l and r prefix, and once you've set the joint parameters for one side, you can use the symmetry command in the figure menu to copy the parameters to the other side.