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All of the .GEM file data within a workspace is managed in the Workspace Window. This window simply contains a tree beginning at the root folder of the workspace (the one you supplied in the New Workspace box). The tree shows all the folders under the root folder, and all of the .GEM files contained in them. Every .GEM file present within the workspace's root folder will show up here when the workspace is loaded; all of these files are treated as part of the workspace whole.
Each .GEM file consists of a collection of gem objects, organized by category. Whenever a new gem object is created within a .GEM file, it will be added to this list of objects, along with its category if necessary. The Workspace Window is driven by right-click menus. Every tree item, from folders and files to gem object categories and the objects themselves, has a set of commands available when you right-click on them in the window.
(Note for Advanced Users: All Workspace Window right-click menus are stored in the GlmEd.mnu text file if you wish to alter them).
Folder items have commands for creating new subfolders and .GEM files, saving all of the modified .GEM files within that folder tree, and so on (note that commands like "Rename" and "Delete" will permanently affect the backing workspace directory, and should be used with caution). When a new .GEM file is created, it will begin its life in a "modified" state (indicated by a bold name followed by an asterisk), and will not exist as a physical file within that folder until it is first saved.
File items allow users to do things like create new gem objects, save the .GEM file, execute file importer command plugins, etc. For users interested in creating a Golem mesh from an Unreal .PSK file (or importing animations from .PSA files), you would create a blank .GEM file and use the corresponding Import command from this menu to begin the import process.
Category items provide a short description of what the object category means. The descriptions serve more as "reminders" rather than comprehensive documentation, so for more detailed category information you'll want to refer to these tutorials instead.
Last but certainly not least, are the object menus. Each object type can have its own custom commands, but all of them start with some commands common to every gem object in Golem.
The first of these commands, "View/Modify", brings up an "Edit Object" window for the object (this window is also accessible by double-clicking the object). The Edit Object window can be different for every type of object, although they all have at least one panel in common (the "Attributes" panel). More information on the Edit Object windows can be found below.
(This tutorial is still under construction)