Designing on frame zero
Posted: Tue Apr 23, 2024 9:06 am
I've never totally come to term with the usage of frame 0 so perhaps you can help.
When I start working on a scene, I first do the general design, drawing my background, characters and positioning everything together to see what works best in terms of composition.
I do that on frame 0 of course cause I don't want to create keyframes etc.. However there's some things you just can't position on frame 0. A simple example is quad mesh (let's not even get into rigs). I have to set up my mesh to layer on frame 0 but the actual deformed look I want throughout the scene can only be obtained after frame 0, even if I don't need it animated at all.
Right now, the only solution I found is to make my deformation somewhere in the timeline, export that as a png to import it back, which seems a bit absurd.
So in short, how can I design on frame 0 if several functionalities cannot show their effect on frame 0?
When I start working on a scene, I first do the general design, drawing my background, characters and positioning everything together to see what works best in terms of composition.
I do that on frame 0 of course cause I don't want to create keyframes etc.. However there's some things you just can't position on frame 0. A simple example is quad mesh (let's not even get into rigs). I have to set up my mesh to layer on frame 0 but the actual deformed look I want throughout the scene can only be obtained after frame 0, even if I don't need it animated at all.
Right now, the only solution I found is to make my deformation somewhere in the timeline, export that as a png to import it back, which seems a bit absurd.
So in short, how can I design on frame 0 if several functionalities cannot show their effect on frame 0?