Here's a video of DragonBonesPro in action (animating starts about 15 mins in). If you made the animation, using it in MonoGame is a breeze. In the end it should allow building an entire animation through code as well (though you really shouldn't do that ) and changing pretty much anything dynamically. For example you can change textures in specific places, hide a texture or change the color for a specific texture (all three are really useful for making customizable characters).
Currently to use it, you load the textures for the animation first, then let the texture atlas (this is a large texture with all small textures fitted into it with an associated rectangle for where each small texture is located; DragonBonesPro can export this) load the texture it needs and load a DragonBones instance, passing in the textureAtlas and a graphicsDevice, and retrieve an armature from it (one instance can contain multiple armatures, but the Armature property used below just retrieves the first one for convenience, since often you'll only have armature; you can have more if you want to nest animations).
var atlas = TextureAtlas.FromJson("Content/AnimationAtlas.json");
_armature = DragonBones.FromJson("Content/Armature.json", atlas, GraphicsDevice).Armature;
That takes care of everything you need to load. If I were to finish this, I'd make a content pipeline extension for this so you can load it using a contentmanager like other MonoGame content. You can then set the animation the armature should play:
_armature.GotoAndPlay("animationName goes here");
And update and draw it like you would expect.
// in Update
// in Draw
_armature.Draw(spriteBatch[, optional parameters for transformations and stuff]);
If you're interested I'll put the code on Github this week. So you can look through if you'd like