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The Costume Viewport is where you spend most of your time in Armorsmith Designer — positioning costume parts, checking fit against your avatar, and inspecting how pieces relate to each other in three dimensions. Learning the navigation controls thoroughly means you can focus on the design itself rather than fighting the camera.
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Toolbar Buttons

Opens a costume file
Saves the current costume in the work area
Enter / Exits the edit avatar mode. This opens the edit avatar panel to the left of the work area.
Enter / Exits the edit pose mode. This allows the user to edit the posing of the avatar.
Enter / Exits the fit checker mode. This allows the user to check the fit of all of their parts. It renders a heatmap based on how far each vertex is away from the avatar.
Activates the Translate Tool, allowing the selected objects to be repositioned within the Work Area.For more information, see Translate Tool.
Activates the Rotation Tool, allowing the selected objects to be rotated within the Work Area.For more information, see Rotation Tool.
Activates the Scale Tool, allowing the selected objects to be scaled within the Work Area.For more information, see Scale Tool.
Activates the Measurement Tool, allowing the user to measure points within the Work Area.For more information, see Measurement Tool.
Activates the Free Form Deformation Tool, allowing the selected objects to be deformed with a lattice cage.For more information, see Free Form Deformation Tool.
Select an animation from the drop down list which you would like to test out on the Avatar. If you have any suggestions for more animations please contact us on the website. wwww.armorsmithdesigner.com
Plays or pauses the currently animation selected in the animation selector.
Stops the currently playing animation.
Use the animation scrubber to manually move through the animation timeline. First, pause the animation, then drag the scrubber along the timeline to move forward or backward through the animation.
Mouse navigation in the viewport requires the cursor to be inside the viewport area. If scrolling or dragging doesn’t seem to be working, click once inside the viewport to make sure it has focus.
Zooming in on small parts. Scroll wheel zoom can feel imprecise when you’re trying to get close to a small component like a buckle or strap attachment point. Try this instead: left-click the part to select it, then press Z to frame it perfectly. From there, use small scroll-wheel nudges to dial in your distance.
Checking fit from multiple angles. It’s easy to get a piece that looks right from the front but clips through the avatar from the side. Develop a habit of rotating the view — right-click drag — to inspect every attachment from at least three angles before finalising the position.
Switching to orthographic for alignment. When you need to line up two pieces precisely (for example, making sure a shoulder plate sits symmetrically), switch to an orthographic front or top view with P and use the Property Grid to type in exact position values. Perspective distortion can make eyeballing alignment deceptive.
Recovering a lost view. If you’ve panned or zoomed to the point where you can’t see anything useful, press Shift-Z to frame everything in the scene and get your bearings back instantly.