DS isn't lightweight. It requires a database running in the background, of which it runs multiple instances last I checked (I want to say I found 4 Postgresql instances last I used DS). I find DS significantly less stable and more resource intensive than Poser. Also, I don't think Iray an easy choice for animation, just to warn. DS's main advantage for making movies, IMHO, is the easy to learn interface, the free content, and the library. Pretty much the same is true for Poser, though the free DS base figures are much better than the free Poser ones. I'd definitely throw in Iray if you were talking about stills, but in terms of movies, I'd say that 3Delight, Firefly, and Cycles/Superfly were all more optimized for animation than Iray is, but I could be wrong.
That said, Blender is a much, much better choice for making movies. Orders of magnitude better. You have as much free content, if not more. You have professional level animation tools. You have professional level compositing tools. And you're about to get real-time rendering so good that has people posting movies right and left of works rendered with the unstable, no-guarantees nightly build version of Eevee (the new real-time renderer). And that's on top of being able to use multiple forms of mesh editing and creation. You have weight mapped dynamics and the ability to make meshes follow dynamic cloth and bezier curves. You have fluid dynamics and all kinds of force fields. You have particle systems and soft and rigid body physics. You have powerful texture painting tools that allow you to paint on several UV maps and textures at once, and doesn't force you to stitch all of your figure maps onto one image. You have the ability to burn normal and displacement maps from your sculpts, and you can paint bump, displacement, and specular maps. You have sculpting tools that let you work like Zbrush/Sculptris. With the free ManuelBastioni Lab, you have both realistic and anime base figures, auto fitting, and auto morphing based on rough mesh edits. You have _way_ easier to create and edit hair than Poser's (don't know about LAMH), and it's free. You have free add-ons for generating buildings (inside and out), cities, and all kinds of useful scenery. You can import all kinds of content, including vector files. Really, the only thing Poser or DS has over Blender is ease of use for making stills of purchased content, a great interface for dialing morphs and poses, and a very convenient and usable library.
Oh, and Blender 2.8 is due out this year some time. People are working on huge improvements and updates in terms of interface, workflow, rendering, cloth dynamics, and fluid dynamics. And they want to make interfaces distributable files, so that people can share interfaces they find easiest to use.
Of course, C4D is a really powerful tool, too. I think it goes without saying that if you have C4D, you should definitely use it. But AFAIK, it doesn't have figure generation tools equivalent to ManuelBastioni Lab.
IIRC, someone in the DS community has made some nice tools for going from DS to Blender. If I were starting from scratch, wanted to make movies, _and_ decided I absolutely had to use the DS figures, I'd probably go the DS/Blender route. That said, I'd be much more likely to just go the pure Blender route. Bastioni's work is just _so_ much more flexible than anything DAZ can provide because you can edit vertices. And in a movie, well, I'd have a set cast of characters, and I wouldn't need one figure to be everyone in the world. Even if I started with a Bastioni figure, I'd probably convert it to a regular figure and then do some custom topological editing to fit my characters.
But that's just me. You should use whatever tools feel most comfortable to you _and_ have you producing the kind of work you want to make. Just avoid tools that are comfortable but cripple your ability to create what you want.