To do that kind of thing you either need to do a hell of a lot of animations and an animation target system, or change engine. I don't recommend the second one, but you must understand that the DBPro engine does not support dynamic animation of models, meaning that the bones or skinning or whatever that you used to do the animation in your model in not used by DBPro. DBPro only uses the vertex animation data, which what most people want.
But if you really need to have this kind of animation in your game you could either divide you model into separate objects and make some kind of program that you can animate the model in and save the animation as movements of the objects. Then in your program when you change animations you would just calculate the translation between each movement. This of course would hurt your brain and most probably would have so many bugs that it would resemble the planet from "Starship Troopers"
My advice is to do some kind of camera trickery or have each of you animation return to some kind of neutral position and only change animation when you are in this state, butthat won't work for getting shot animation, so i think you're kind of stuffed
When you think of it though, Counter-Strike and Quake 3 don't have dynamic animations and they are still some of the most popular games in the world
I can't do that.
The king of he potato people won't let me.
Current Project: "Jelly Wars : Episode 2" entry for alienware compo