You'll just have to fix them manually each time you use a pose, Sasha had different joint setup than default V4 plus all the ERC coding for the Sasha controls and enforced limits, etc. Of course once you've fixed a pose you can always save it back to your library (preferably as a new pose just for Sasha, as to not overwrite the original for V4).
Have you checked with other figures? I ask this because there are a lot of users posting over on renderositys forums about poser in general being slower since windows 10 latest updates. The update I downloaded last night (Apr. 03, 2021) seemed to help a little (in poser 11, haven't tried with 12 yet), but it is still slower in responsiveness than it used to be.
Alternately you could also inject the character export obj and reimport as a full body morph for each character, doing it that way I think you bypass the PBMCC restriction as poser will make a new morph channel. Sometimes it works, sometimes not, as poser has the obj problem of splitting the mesh at each group. (This may be fixed when poser 12 is released, no idea). And the character may have extra options by the creator, such as hiding body parts, etc.
There is, but it's a lot of work. You would have to open all the injection/show/hide files for the morph search & replace the PBMCC_01 with another channel e.g. PBMCC_02 etc.
Not just the injection poses in the pose folder, but also the ones in whatever morph folder the creator saved the custom morphs in.
There are only a set amount of morph injection channels, they are divided into daz injection channels and content creator injection channels I think they are named like PBDC_01 , etc for daz and PBCC_01, etc for content creators. (I'm not totally sure if they are those names exactly, but you should get the idea). Usually merchant will use the first availble PBCC_01, etc. for there injection channel so what you are seeing when trying to use multiple character are those channels being overwritten when you inject a new character morph, that is why only the one is showing up.
The only thing I can think is that you possibly have them installed in the wrong path? They should be located in a Data folder in your runtime. Such as (C:/program files/Poser)/Runtime/Data .. Replace the text in parenthesis with your poser path.
Did you activate the vagina with the 5.2 Activiate KV in the 1 - SASHA--16 SETUP?
You have to activate it, for the vagina to show up as someone wanted a family friendly version of Sasha so that is how Karina made her. After activation most of the shaping morph dials for the vagina are on the prop itself, not sasha's body actor.
In Pro you can by selecting -- File > Export > Morph Injection...
A popup will appear asking you to select the morphs you want to save.
Select the morphs you want, then save to wherever you wish.
I don't believe the injection export is available in standard.
I have tried this on both Star and La Femme, and it works rather well.
Once you use the saved INJ, it will create dials (individually) for all the morphs you saved .. Under the morpsh named grouping if it had any. .. Example if you had the morphs in a group named "My Character" they will show up in that group once injected.
It does not .. say again .. Save the values each morph was set at. Only the morph itself. You'd need to edit the INJ pz2 and add keys for the values you need.
You have to use the dials that are in the eyes themselves. Either eye will work, as they are slaved to each other so using the dial in one, the other should also move. That is with the Up-Down & Side-Side dials.
You can also click and drag one of the eyes while using the Rotate or Direct Manipulation tool and both will move.
For independant eye movement you need to use the dials in the "EYES AXIS OVERIDE" group that is also in the eye actors.
Sounds like one of the character morphs you are using may be overwriting the ERC for the eyes.
For version, expand the SASHA-16-(2019 Edition) Group. the next line should be REV (whatever) .. Mine is REV 25-06-19 2200
For the eyes side to side, make sure you are using the eyes actor and side-side, they are slaved to each other so will both move. I think there were dials elsewhere (under morphs in head actor, after injecting morphs++) that don't work, by design.
Sorry I don't have that character so I can't test her. But unless there is something wrong with her injection files, the eyes should be working correctly. Do they work without using that character?
Is it only sasha that is having the provlem, or have you tried it with normal V4 also? Asking becuase it sounds almost like the EXP files may might have gotten borked somehow and need to run the V4 DzCreateExPFiles-V4.bat again.
Also do you have the absolute latest release of sasha. I believe Karina released another update after the initial release to address a couple of issues that had been found.
And lastly yes, the eye scaling works correctly for me -- Using the dials I posted before.