These are a little more involved, since it can include everything from physical attributes, to armor/weapons, to initial stances.
Here is an example of a parsed NPC that appears to be running, slowly, in place facing the wrong way! In this case, you would have to use /move_spawn to twirl her around the other direction, then use the command:
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/spawn set visual_state [#] (where # is a bit-wise number, I believe?)What I usually do is try to find an NPC that is at the preferred stance, do a quick /spawn details to see what their visual_state is set to, then go back to my NPC and edit it as above.
And this is just one aspect of "Appearances"...
You have race, wings, hair (table: spawn_npcs) eyes, cheeks, lips, tattoos (table: npc_appearance). You also have their armors and weapons (table: npc_appearance_equip) and of course those items must exist in the DB first (another story).
Note: NPCs are not the only things with Appearances. Refer to this post for some other ideas.
There is a lot to this, but the good news is that most of this should already be done for you before you get into your zones. In spot-checking data, I have found 90% of the mobs I compared to live were accurately portrayed in the collected, parsed data (KUDOS LE!