> ## Documentation Index
> Fetch the complete documentation index at: https://armorsmith-designer.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Start Your First Costume Project

> Create a costume, set units, learn the viewport controls, and save an editable project.

Start with an empty costume and finish with a saved project you can use for the other tutorials.

## Before you start

Install and open the full version of Armorsmith Designer. Complete any first-launch setup. Have one simple OBJ or STL costume model you are allowed to edit, such as a bracer. If you need help, use the [installation guide](/getting-started/installation). Save any costume already open before starting another one.

## 1. Create the costume

1. Choose **File → New**. Respond to any save prompt before continuing.
2. Open the **Costume** view. The avatar is your fitting reference; imported costume parts will be placed around it.
3. Find the **Workspaces** panel. A workspace holds a model and its pattern work. An attachment is an instance of that workspace placed on the avatar.

**Check:** You can see the avatar and an empty workspace list for the new costume. You do not need to create a blank workspace before importing a model.

## 2. Choose measurement units

1. Open **Settings → Preferences**.
2. Select **Measurements** and set **Current Units** to **Metric** or **Imperial**.
3. Click **OK**. Keep your measurement notes in the same system, or label values with units when entering them.

Changing the display units does not resize the costume. Later, you can enter a height such as `175 cm` rather than relying on an unlabelled number.

## 3. Learn the view controls

Move the pointer inside the Costume viewport before trying each control:

1. Right-drag to orbit around the avatar.
2. Middle-drag to pan.
3. Scroll the wheel to zoom in and out.
4. Choose **View → Zoom All** if you lose track of the avatar.

These controls move the camera. Later, use **Translate**, **Rotate**, and **Scale** to change a selected part. See [viewport navigation](/interface/viewport-navigation).

## 4. Add your first model

1. Choose **File → Import**, select the OBJ or STL, and click **Open**.
2. In **Model import**, keep **Include in costume** selected.
3. Clear **Review orientation before import** for this first pass and click **Import**.
4. Wait until the model appears in **Workspaces**. You will check its dimensions and orientation before fitting it in the later tutorials.

Armorsmith needs at least one workspace before it can save a costume. Importing creates that workspace; it does not attach or fit the model yet. The [model import tutorial](/getting-started/import-first-model) explains orientation review, linked sources, and 3MF choices in more detail.

## 5. Save an editable project

1. Choose **File → Save As**.
2. Select **Costume File (\*.costume)** and save as `First costume.costume` in a project folder you can find again.
3. Keep the `.costume` file and its companion folder together. Armorsmith manages the contents of that folder.
4. Use **File → Save** or **Ctrl+S** as you continue working.

**Result:** You have a saved costume ready for an avatar and model imports. Save As to another name when you want a separate working copy; renaming an extension does not convert a file.

## If something looks wrong

If Save As does not open, check that the import completed and a workspace is listed. If the avatar is offscreen, use **View → Zoom All**. If a saved costume later cannot find its assets, restore its complete companion folder; see [costume files](/interface/costume-files).

Next, [create your avatar from measurements](/getting-started/measure-avatar), or [start from photographs](/getting-started/photo-avatar).


This documentation is built and hosted on [Mintlify](https://mintlify.com), a developer documentation platform.