A majority of humanoid rigs operate using bones, not joints, and a set of predetermined hand, mouth, and eye poses that can be tweaked with very basic click and drag operations. The bones are most often located in the following locations:
hand regions, forearms, upper arms, shoulders, chest cavity, abdomen, pelvis, thighs, calves, feet, neck, and head. This is very similar to the standard rigging for vector based 2D animation (which I use fairly regularly) and isn't inherently difficult to use. Some animators use their own custom rigging but most stick with the standard, which allows for widely variable character designs as long as they are human. The movement of these bones is done using three basic types of movement all controlled with arrows that can be clicked and dragged to adjust the length, rotation, and base position of the bone and therefore those same qualities of the portion of the model that is rigged to them. Using this standard rig, a panel of a comic that has one character in it might take anywhere form 1 minute to an hour to pose depending on the perfectionism of the creator. Cameras can be placed throughout the 3D space using the same positioning tools as the bones or other objects and still images or video can be rendered from any of these cameras to be edited into a comic cell or frame later and have speech bubbles superimposed onto them.
The part that 90% of CGI comic artists screw up is the lighting and/ore rendering tricks. for example, RWBY (a Rooster Teeth Animated Show) is CGI, but it's rendered in such a way that everything is cell shaded and has dark outlines. Though this looks a bit odd in motion, still frames have the potential to be incredibly beautiful. Most CGI comic artists don't have access to the proper lighting tools to make realistic figures look realistic and either can't or don't choose to stylize their work, leaving it with the default or slightly modified lighting leaving everything matte and rigid. If a CGI comic artist DOES use the proper filters and/or lighting, then the comic will often come out looking just fine. In short, character design and rigging/positioning are fairly simple if done the standardized, homogenized way, but everything else about CGI comics (the stuff that matters and yet the stuff that everyone ignores) is much more complex.