I think it's easier to bring Dawn into iClone for animation than into Blender these days, especially because CC3 supports any of her existing morphs. CC3 also makes it easy to make clothing meant for the default figure to fit Dawn as well, featuring adjustment brushes to fix the occasional glitches. The brushes are still not as good as Poser's Morphing Tool, but CC3 is still rather new and things will get smoother over time. More recently iClone got I-ray support, and CC3 does a very good job converting Poser/DS materials to PBR with auto-generated roughness/metallic maps. I doubt Blemder can support Dawn as well as this, but I'd like to see someone try to see how the transition goes.
I can't speak for eclark1894, but going to CC3 wouldn't give me even a tenth of what going to Blender does, on top of costing a significant amount of money.
It probably is easier to go from DS to Blender. I know that there's some tools out there specifically to help with this (
diffeomorphic and
mcjTeleblender, for instance).
All of my experience and interest in going from Poser to Blender has been for stills. Basically, I've been looking at using Poser for just posing, and Blender for everything else. In my experience, it's pretty easy to get a posed figure into Blender. When you export from Poser with the option to collect the maps, the materials keep their maps even if the material OBJ import creates is wonky. Which it was the last time I checked, but that was before 2.8. OK, just checked, now it uses the Principled BSDF and works beautifully and simply. The materials it makes aren't but so useful, because they use the MTL standard, which is pretty limited, but with textures hooked up to the Principled BSDF, you mostly just have to tweak the specular, roughness, and maybe SSS values on the node. I'm seeing bump maps incorrectly fed into the Normal input instead of the Height input of a Bump node, which for some reason is deceptively named Normal/Map despite not being a Normal node, but that's not only easily fixed by hand, it should be easily fixed by script. I should be able to make a script for that if anyone wants it.
For gems, glass, or liquids, you'd have to mess with transmission, or maybe switch to a more complex shader depending on your usage, but that's rarer. Essentially, if you have a PBR metal or specular/roughness set of textures for a material, it should be a snap to go from Poser to Blender.
I've only just started researching Blender's FBX support, and all of that research has been towards leaving Blender, not going to it. So I would be very interested to hear more about going from Poser to Blender at the figure level.
I have been curious about into rigging, though. Blender has several different auto-rigging tools. To my very limited knowledge, there's Rigify, which comes built in, there's'
BlenRig, which is a free add on, and there's
AutoRigPro, which seems pretty comprehensive and is $20 for the light version (includes "lifetime updates") and $40 for all the bells and whistles.
Which gets back to the Dawn 2.0 issue. Just speaking personally, I think it might be kind of cool to play with rigging Dawn 2.0 in Blender for my own use. Then I'd a) learn to rig, and b) do it with my own goal and project in mind rather than rigging in general.