Resetting the general transforms, xyz rotates for a model?

If I double click the torso I'll have General Transforma for this model in Parameters and also with a half cube icon in the scene, Blue Green and red arrows for x,y,z and some circles for pitch roll and yaw.
Once I've manipulated my models into the correct posses I often need to use these general rotational transforms to get the model right in relation to the surface grid.
Once I've done this though, the model's general rotational transforms are out, The cube icons sits at a wonky angle, no longer parallel to the scene's x,y,z coordinates.
Within the Parameters Tab the x,y,z transforms are still available and true to the scene's grid x,y,z allowing me to move the model to the correct place on the surface and adjust it's height above the surface.
The x,y,z rotate transforms, pitch roll and yaw are off in the Parameters tab as they are in the scene icon so there is no way to practically rotate my model any more.
I've been looking for a way to reset these general parameters for a given model but have had no luck, does anyone know how to do this?
Comments
I'm not sure I follow - the cube is for adjusting the viewpoint (the camera placement) not for posing the model (and you can snap it to a standard angle by clicking one of the faces or edges if you just want to straighten the view relative to the grid). If you are wanting to adjust a tilted/rotated figure, first I would suggest using the hip for posing and the figure node (what you get by double-click) for placement only, but you can use the Tool Settings pane to change the coordinate system used by the Viewport gizmo which may help or you can parent the figure to a new null node (Create menu), which will still be placed aligned to the grid, and then use that to make your adjustments (make sure you have parent in place on or the figure will snap to the null, which may not be what you want).
We must have different cubes on our screens. If I double click the model a cube appears that allows me to drag the model around and rotate it and scale it. Anyhow the problem was that I was making a pose but then the model needed to be adjusted, needed to be rotated, so I did so in the General - Transforms - Rotation. But if you rotate the x or the z then the y rotate will no longer work, not being parallel with the ground any more you'll rotate to end up facing into the ground or the sky, this was driving me mad but I did work it out though. Under Hip there is also a set of general Transforms that move the whole model around the scene in any axes exactly like the ones under the full model. so here under hip you can rotate the x and the z to get the whole model at the right angle and then if you need the y, to turn the model to face in another direction, you can go back to the model whole by double-clicking the model or in the Scene menu and the y axis rotation here is preserved and works as it should.
I don't think the Hip is even a movable part of the body, I can't seem to highlight it, if I try it's called the pelvis. The "Hip" is just the first drop-down menu under the models that's another name for a second set of these general whole model transforms. Presumably to prevent this problem.
Bit obscure I think but once you know...
Sorry, I should have said that the hip needs to be selected through the Scene pane rather than in the Viewport.
I'm not sure what the cube you are seeing is, unless you mean the thing I called the gizmo - which does, if the Universal Tool or Translate Tool is active, have a cube in the middle for general translation, as well as arrows for single-axis translation, small squares for two-axis translation, and (for the Universal tool) arcs on the arrows for rotation and sub-cubes on the arrows for scaling.
I understand what your saying now, the terminology is all a bit new to me. I've only been using Daz for a few days and have no real experience with this end of digital art software. didn't see the option to parent them to a new node like that, I'll give it a try. Thanks for taking the time to help me out with this.