Thanks for asking! There's no CLI yet, the tool is GUI-only for now. Batch export and saved presets (settings files) are things I'm considering, since a headless mode would fit the Electron base. What would you use it for: converting many models at once, or hooking it into a build pipeline? That would help me decide what to build first.
In my case, build pipeline.
Right now pipeline is combining Daz and Blender, but it is very finicky. If I could specify the model path, provide animation parameters from from CLI and can get result in shape of spritesheet atlas, single sprite image series and gif for, it would cover my complete sprite pipeline.
Conversion is also interesting, but in this case batch can be built from the shell.
I don't know if this is of interest to other users, but it would make it more versatile tool.
Thanks, that's really useful. A CLI mode is something I can build: a headless run where you pass the model path, animation, directions, size, FPS and output formats (sprite sheet, PNG series, GIF), plus an optional settings file. Batch would be done from your shell, one call per model. A few questions so I get it right: which model formats do you use (Daz exports as FBX/OBJ?), which animation do you need to pick (by name or index?), and does it need to run on a machine without a GPU or display?
It was basic Daz Michael/Victoria 8.
Since there was very little animations suitable for the games in Daz, I uploaded figures to Adobe Mixamo (https://www.mixamo.com/) and downloaded animation for the figure.
I used my fork of Mixamo downloader to get animations in bulk
https://github.com/ropetight/mixamo-downloader