I've just downloaded the DragonBones software. To be honest i didn't really care about Spine or Spriter as i'm using Adobe Animate and it works great for me. Can't really see the advantages of using Spine or Spriter in terms of animating. I guess it could make the final game smaller as it doesn't need to be rendered to .PNGs / .WebPs sequences. At least Spine for now.
I've noticed there's a Flash (Animate) plugin to actually transform animations from Animate to DragonBones. Well i'm gonna play with this soft to see what it can do.
The GUI is in English btw.
Not really just about making animations / file sizes smaller, but the ability to swap out parts of animations while your game is playing. So you could say for example have the character blink / talk dynamically while the character is performing some other animation or maybe you could create multiple outfits, say one where character wears an hat or a coat or a different shirt or something. With sprite parts you could swap out parts of the animation instead of requiring a completely new animation/outfit.
I think for someone like me that isn't very artistic or savvy with 3D software or traditional animation, that something like sprite part animation would be very useful as I could potentially hire an artist to create some characters for me - few variations & effect images, etc that I could rig up using bones/joints & mesh wrappers to sort out animations myself without needing to pay a lot of money for someone to create 3D characters & animations / mocap animations or traditional frame by frame animations. All of which I believe are quite expensive.
If you are art savvy & you already have a nice workflow approach in the application(s) you use then no, there's probably not much point in swapping over to another application if you are happy with your end results & general time it takes you to create an animation/image.