My animation to procedural animation module does not play the animation out

My module refuses to play out the animation and I cannot figure out why. I’m trying to make it play the animation out like a normal one. The things commented out below are the commands I used. I would really be thankful if you helped me. Here’s my code:

local animationConverter = {}

function animationConverter.createDefiningText(animation)
	print("recv")
	local keyframes = {}
	for _, keyframe in pairs(animation:GetChildren()) do
		local keyframeTable = {time = keyframe.Time, poses = {}}
		local posesTable = keyframeTable.poses
		for _, pose in pairs(keyframe:GetDescendants()) do
			posesTable[pose.Name] = {bodyPartName = pose.Name, bodyPartCFrame = pose.CFrame}
			--table.insert(posesTable, {bodyPartName = pose.Name, bodyPartCFrame = pose.CFrame})
		end
		local wasInserted = false
		for keyframeId, insertedKeyframe in ipairs(keyframes) do
			if insertedKeyframe.time < keyframe.Time then
				table.insert(keyframes, keyframeId, keyframeTable)
				wasInserted = true
				break
			end
		end
		if wasInserted == false then
			table.insert(keyframes, keyframeTable)
		end
	end
	local actualKeyframes = {}
	for keyframeId, keyframe in pairs(keyframes) do
		table.insert(actualKeyframes, table.getn(keyframes)-(keyframeId-1), keyframe)
	end
	return actualKeyframes--keyframes
end

function animationConverter.playAnimation(definingText, character)
	local motor6Ds = {}
	for _, possibleMotor6D in pairs(character:GetDescendants()) do
		if possibleMotor6D:IsA("Motor6D") then
			table.insert(motor6Ds, possibleMotor6D)
		end
	end
	for _, motor6D in pairs(motor6Ds) do
		local actualPart = motor6D.Part1
		local C1 = motor6D.C1
		local info = definingText[1].poses[actualPart.Name]
		if info then
			C1 = info.bodyPartCFrame
		end
		print("Yuppo")
	end
	for keyframeIndex, keyframe in pairs(definingText) do
		if keyframeIndex ~= 1 then
			local timeForLoopNow = keyframe.time
			local timeForLoopLater = definingText[math.clamp(keyframeIndex +1, 1, #definingText)].time
			local timeBetween = timeForLoopLater - timeForLoopNow
			for currentProgress = 1, 1000 do
				for _, motor6D in pairs(motor6Ds) do
					local actualPart = motor6D.Part1
					local C1 = motor6D.C1
					local info = keyframe.poses[actualPart.Name]
					local positionBefore = definingText[keyframeIndex-math.clamp(keyframeIndex-1, 0, 1)].poses[actualPart.Name].bodyPartCFrame
					C1 = positionBefore:Lerp(info.bodyPartCFrame, currentProgress/10)
					print(timeBetween)
					wait(0.01)
				end
			end
		end
	end
end

--print(require(game.ServerStorage.animationConverter).createDefiningText(workspace.Dummy.AnimSaves.walk))
--local mod = require(game.ServerStorage.animationConverter) local text = mod.createDefiningText(workspace.Dummy.AnimSaves.walk) print(text) mod.playAnimation(text, workspace.Cxsnls)

return animationConverter