Now that we have a clip to work with, you'll see a blank timeline in the Animation window. Essentially, when we modify our Health_Pickup prefab's z rotation, or any other property that can be animated, the timeline will record those changes as keyframes. Unity then assembles those keyframes into your complete animation, similar to how individual frames on analog film play together into a moving picture.
Take a look at the following screenshot and remember the locations of the record button and the timeline:
Now, let's get our item spinning.