Background: Essentially I'm doing some stuff with cloth and multiple pinning groups, and moving those groups around via empties which the cloth is hooked to (so, a person picking up a napkin in both hands and then moving their hands together). This requires me to move the empties while animation is running, as if I move the empties before running the animation (or let the animation loop) it applies the empties' location as a pre-animation position, which results in stretching the mesh by displacing the vertex groups and results in ugly bad behavior.
However, I'm not actually looking for an animation, I just want a single frame after cloth physics have had time to run. So ideally I wouldn't be time-limited in how long I have to tinker around with moving the hooks based on however long I set the animation to. Is there a way to accomplish this? Or would my best bet just be to lower the FPS of the animation and crank the number of frames way up to give myself more time to tinker around with positions?