Time for action – setting up target's animations
Using the knowledge we just gained, we can now set up our target's animations.
For starters, if you missed or skipped it earlier, be sure to import the
Target.blend
andTarget.png
files to theTargets
folder. Also, on the Rig page of the import settings, set the Animation Type attribute to Generic and the Root Node attribute to Bone_Arm_Upper.We need a total of six animations. By clicking on the + button in the Clips section, you can add four more animations. If you have added too many, click on the - button to remove the extra clips.
All of these clips should have a Source Take drop-down list of Default Take and all of the Bake into Pose options should be checked, because the target isn't going to be moving from its starting location.
First, let's create our idle animations. Select the first clip and rename it to
Idle_Retract
. Because it is a mechanical object, we can get away with a really short animation; so short that we are just going to...