Error - Cannot load the AnimationClipProvider service

Apologies if im about 2 years late, i had the same issue although all i had to do is add task.wait(2) above the animation line and it worked

I decided to do a check on every service to test whether or not it’ll fail outside of Workspace.

[""] = "OK",
["AnalyticsService"] = "OK",
["AnimationClipProvider"] = "OK",
["AssetService"] = "OK",
["BadgeService"] = "OK",
["BrowserService"] = "OK",
["ChangeHistoryService"] = "OK",
["Chat"] = "OK",
["CollectionService"] = "OK",
["ContentProvider"] = "OK",
["ContextActionService"] = "OK",
["ControllerService"] = "OK",
["CookiesService"] = "OK",
["CoreGui"] = "OK",
["DataStoreService"] = "OK",
["Debris"] = "OK",
["DebuggerManager"] = "Only ScriptDebuggers can be children of DebuggerManager",
["DraftsService"] = "OK",
["DraggerService"] = "OK",
["FriendService"] = "OK",
["GamePassService"] = "OK",
["GamepadService"] = "OK",
["GeometryService"] = "OK",
["GroupService"] = "OK",
["GuiService"] = "OK",
["HSRDataContentProvider"] = "OK",
["HapticService"] = "OK",
["HeightmapImporterService"] = "OK",
["HttpRbxApiService"] = "OK",
["HttpService"] = "OK",
["InsertService"] = "OK",
["JointsService"] = "OK",
["KeyboardService"] = "OK",
["KeyframeSequenceProvider"] = "OK",
["LanguageService"] = "OK",
["Lighting"] = "OK",
["LocalizationService"] = "OK",
["LogService"] = "OK",
["LuaWebService"] = "OK",
["MarketplaceService"] = "OK",
["MaterialService"] = "OK",
["MemStorageService"] = "OK",
["MeshContentProvider"] = "OK",
["MouseService"] = "OK",
["NotificationService"] = "OK",
["PackageService"] = "OK",
["PathfindingService"] = "OK",
["PermissionsService"] = "OK",
["PhysicsService"] = "OK",
["PlacesService"] = "OK",
["Players"] = "OK",
["PluginDebugService"] = "Child of PluginDebugService must be a Plugin.",
["PluginGuiService"] = "OK",
["PluginManagementService"] = "OK",
["PointsService"] = "OK",
["PolicyService"] = "OK",
["ProcessInstancePhysicsService"] = "OK",
["ProximityPromptService"] = "OK",
["PublishService"] = "OK",
["RemoteDebuggerServer"] = "OK",
["ReplicatedFirst"] = "OK",
["ReplicatedStorage"] = "OK",
["RunService"] = "OK",
["ScriptContext"] = "OK",
["ScriptEditorService"] = "OK",
["ScriptService"] = "OK",
["Selection"] = "OK",
["SelectionHighlightManager"] = "OK",
["ServerScriptService"] = "OK",
["ServerStorage"] = "OK",
["ServiceVisibilityService"] = "OK",
["SharedTableRegistry"] = "OK",
["ShorelineUpgraderService"] = "OK",
["SolidModelContentProvider"] = "OK",
["SoundService"] = "OK",
["SpawnerService"] = "OK",
["StarterGui"] = "OK",
["StarterPack"] = "OK",
["StarterPlayer"] = "OK",
["Stats"] = "OK",
["StudioService"] = "OK",
["StylingService"] = "OK",
["TeamCreateService"] = "OK",
["Teams"] = "OK",
["TeleportService"] = "OK",
["TestService"] = "OK",
["TextBoxService"] = "OK",
["TextChatService"] = "OK",
["TextService"] = "OK",
["TimerService"] = "OK",
["TouchInputService"] = "OK",
["TweenService"] = "OK",
["UGCValidationService"] = "OK",
["UserInputService"] = "OK",
["VRService"] = "OK",
["VideoCaptureService"] = "OK",
["VirtualInputManager"] = "OK",
["Workspace"] = "OK"

This list is the same when I tested on the client. Before this result I accidentally printed one without the script setting the character to the service, so it was defaulted to nil. Turns out, if the rig you want to load an animation on isn’t a descendant of Game then there’s a good chance it’ll error as a result.

To solve your problem use this code instead.

for category,value in pairs(Animations) do
		if category == Subcategory then
			for name,ID in pairs(value) do
				local AnimID = string.gsub(ID["ID"], "%D", "")
				local button = ReplicatedStorage.Extras.AnimButton:Clone()
				button.Name = ID["Name"]
				local PreviewAnim = Instance.new("Animation")
				PreviewAnim.Name = ID["Name"]
				PreviewAnim.AnimationId = "rbxassetid://"..AnimID
				PreviewAnim.Parent = button
				button.Parent = script.Parent.ItemLayout -- This must go first.
				local Track = button.ViewportFrame.WorldModel.Dummy:WaitForChild("Humanoid"):LoadAnimation(PreviewAnim)
			end
		end
	end

If this somehow doesn’t work, insert a task.wait() just before the line defining Track.

2 Likes

Try wrapping it in a pcall and keep on running that pcall until it doesn’t error. Also put a wait in between, something like this:

local success, errormessage = nil, nil;
repeat
success, errormessage = pcall(function() 
   button.ViewportFrame.WorldModel.Dummy:WaitForChild("Humanoid"):LoadAnimation(PreviewAnim);
end);
task.wait();
until;
success and errormessage == nil

this post was two years ago :sob: ngl I dont think they help anymore

I just realized- by saying this, I have started the thread again. How long will this go on??? My bad gang

lol why do you keep necroposting

mb gang i didnt realize this post was about to die again, i didnt read the date of the last message

icried

1 Like

xd am hav ing diz izsue
eks dee bro so anoying

When does this trigger, because simply adding a:

local rs = game:GetService("RunService")

-- Add this at the start of your second for loop
rs.Heartbeat:Wait()

could fix it. For me whenever I have this issue, adding a load wait works. Especially a heartbeat wait. Even if heartbeat isn’t enough, you can add task.wait(0.5) (or tone it down to 0.1).

Another cause could be parent not being initialized as a result of duplicated, check for that. Though, I highly doubt that’s it, and a load wait would probably be enough.

chat to fix this you just have to parent it to workspace or anything thats descended from workspace before you load the animation

i had a feeling it would be like this as someone previously stated that the object they were trying to animate was in replicated storage.

in my case i was cloning an asset then to weld it, load idle, then set it to character when you have to
set it to character before you load the idle :smiley:

I know that this may be a necropost, but I’m getting this error now. I’ve set up a tool.equipped:wait() before loading the animation, and that still didn’t fix it. It works fine the first time the character loads, but respawning makes it refuse to work. I even at one point used a task.wait(3) to test, and THAT didn’t fix it. Also tried heartbeat, stepped, etc. I’m so confused, I just want to throw a snowball. : (

local Tool = script.Parent
local Handle = Tool:WaitForChild("Handle")
local Players = game:GetService("Players")

local Player = Players.LocalPlayer

local Character = Player.Character or Player.CharacterAdded:Wait()

Tool.Equipped:Wait()
local ThrowAnimation = Character:WaitForChild("Humanoid"):WaitForChild("Animator"):LoadAnimation(Tool:WaitForChild("ThrowAnim"))

I’m having this error too, :thinking:

1 Like

I’m late but I have some solutions that I’ve published in this post

there’s most likely a similar block of code here but I made a module for this a while ago and it’s been working fantastically for me.

local module = {}

function module:LoadAnimation(animation:Animation,animator:Animator)
	local success, errorMsg = nil, nil
	local Animation = nil
	local tryCount = 0
	repeat
		task.wait(1)
		success, errorMsg = pcall(function()
			Animation = animator:LoadAnimation(animation)
		end)
		if success == false then
			tryCount += 1
			warn(errorMsg, "retrying...")
		end
	until success == true or tryCount == 5
	return Animation
end

return module

I made this for a game I was working on and I went to this post and absolutely none of the solutions were working, I remember I did a 30 second yield once and it still gave me the error. I despise this bug, it needs to be fixed.

code might not be the best since I made it a while ago so feel free to make improvements

Just found this error trying to load an animation of a Humanoid that is not in the Workspace.
Once I put him in the workspace and it works fine.

2 Likes

I’ve fixed my issue, I believe I may have a theory as to why this glitch is occurring; the dummy/NPC/Humanoid must be in workspace whilst calling :LoadAnimation() on it, otherwise this error occurs.

I’m not sure why this has to be done intentionally, but anyone who says it needs to be parented is correct. You HAVE to parent it first before it could actually load the animation which is really annoying. I wish the LoadAnimation() function could just do this themselves but no. So yes, essentially you’d have to parent the model of which you are trying to load the animation for BEFORE calling LoadAnimation on your Animator. I have tried doing this in ReplicatedStorage and it seems to be working just fine. You can do workspace too, and probably StarterGui if the model is inside a ViewportFrame.

Can we get this fixed please? It’s quite unpleasant and quite literally breaks my game

Hello developers, now I kinda have found a way to fix the issue.
So first of all, you cannot use :LoadAnimation() on Characters those aren’t parented to workspace

to fix this, I parent my character into somewhere inside workspace

local Plr = game.Players.LocalPlayer
local Char = Plr.Character or Plr.CharacterAdded:Wait()
Char.Parent = workspace

hope this help !
: mostly happens with StarterCharacter&Tools

My NPCs are loaded into workspace before they receive the script that load animations and yet it still happens. I see the error in the analytics, but I can’t find it in the in-game logs or reproduce it in studio.

Roblox engine is just full of problems and unreliable and we need to live with it…
(That’s only over the last 24h)