(Sorry for such delay in answering -- I'm just back from vacations
I tried Dragon Bones. It can export to "Spine" format, which is actually "Spine JSON" format. Which is actually quite perfect for us, because the engine can read the "Spine JSON" format!
There was a small fix necessary to read the atlas files correctly, it is committed to GitHub now. So you should get the engine from
https://github.com/castle-engine/castle-engine to try this. Alternatively, you could apply
this trivial patch to the engine 6.2 (latest stable) sources.
So I was able to export from Dragon Bones to "Spine" format, and read the resulting ".json" file in view3dscene, and it plays animations, shows the texture and everything works quite cool
So you can load it to TCastleScene or T2DScene in Castle Game Engine.
I tested by opening (importing) in Dragon Bones various files from their demos on
https://github.com/DragonBones/Demos .
Documented now with screenshots hereP.S. In GitHub code, I also removed the warning "bone inheritRotation=false or inheritScale=false is only partially supported". This is declared by the JSON files generated by Dragon Bones, and in practice our support is OK, so the warning was not necessary.
P.P.S. In GitHub code, I also started an implementation of the "native" Dragon Bones JSON format. But that's not finished yet. The Dragon Bones JSON has a different structure than Spine JSON, so adding support for it would require a bit more work (a day or so). It is probably not critical anymore, since Dragon Bones can export to "Spine JSON" that works perfectly with our engine