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yes it has ffd, which is nice, but when you import to gamemaker (using the dragonbone to spine json converter) you lose it, no ffd :C it was quite dissapointing, unless you export sprites, which i didnt like because i ended up with huge spritesheets.
Now i would say that i prefer dragonbones ui, over spriter pro... in most cases, like for example.
In spriter pro the timeline adds some keyframes on top to control easing and it doesnt snap, i always endup with a lot of those on top with no real usage, unless im doing it wrong, swapping images at any time during animation is quite a good feature on spriter pro, but you cant do multiple select to swap depths :C while in dragonbones you can.
Dragonbones ik constrains work really well i like it more than i like spriter pro's, while in spriter pro you cant move them and sometimes is quite frustrating :C
Runtime for dragonbones on unity... seems rather complicated, to implement one character you need a bunch of code. if you compare it to spriter pro unity runtime, spriter's is better, quicker and cleaner to implement.
i was looking forward to cutout animation, but there is no runtime or importer for unity or gamemaker only godot. I hope this helps.
My 2 cents.