Item Creation UI Design

Overview
Below is an initial mockup of the main UI for item creation. 1: The primary editing window. This is where the weapon being created is displayed, and where tools from the toolbox are applied.

2: The toolbox. Each button here represents a different tool that can be used to manipulate the current weapon (the function of these tools is listed further down the page.) This includes the buttons at the top of the screen (undo/redo, etc). The second and third row of tools are template-dependent: what tools are available will depend on the template you are useing.

3: "Part" selection (pending better name). The user can edit only one "part" of the weapon at a time, so this menu allows the user to select a currently active part.

4: Material view: displays stats about the material being used to create the current part of the weapon, and provides a button to switch materials for a part.

5: Statistics of the weapon being formed thus far (data points listed are placeholders)

6: A pane that contains options for whatever tool is currently being used. These options vary widely from tool to tool - for instance, the vertex editing tool can toggle 3D (advanced) vertex editing from here, and the chisel/raise tools can choose a shape to chisel/raise out with.

7: Displays help text for the currently selected tool, or whatever the mouse is hovering over.

8: An area for context buttons to appear - additional operations that need to be buttons that are only applicable in specific circumstances. For instance, when a vertex is selected, a "delete" button appears here that can be clicked to delete the currently selected vertex.

9: The "Done Editing" button that leaves this window and moves on to the embellishing stage.

Vertex Editing
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Other tools
Tools are listed in approximate order of priority: tools described earlier are higher priority.

Thicken/Flatten
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Hole punch
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Edge operations
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Chisel/raise
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Symmetric mode
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Undo/redo
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Vertex curves
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