Barely any info online about this issue. Im applying an animation to an AnimationController animator, and this seems to be the result. Any thoughts?
animLoader, implements Promise.lua
local myUtil = {}
local Promise = require(game:GetService("ReplicatedStorage").Modules.Promise)
local function loadAnimation(hum, anim)
return Promise.new(function(resolve, reject)
local animTrack;
local success, output = pcall(function()
**animTrack = hum:LoadAnimation(anim)** --Error Hits Here
end)
if not success then
reject()
else
resolve(animTrack)
end
end)
end
function myUtil:fetchAnimTrack(hum,anim)
return Promise.retryWithDelay(
loadAnimation, 5, 1,
hum, anim
):expect()
end
return myUtil
framework Module, using the animLoader Module
if isEquipped then
task.wait(0.05)
AT = animTrackLoader:fetchAnimTrack(AC, Equip)
AT:Play()
isEquipAnimLoaded = true
end
@MaloniPepperoni ping you too cuz its actually really easy too solve
essentially with this and the cant load animprovider service is that your playing an animation on an object that isnt in workspace yet, like playing an animation on a character in replicatedStorage. Same goes for Camera too, when putting models/parts in camera and trying to play animations when they dont even exist yet gives you this error. It takes a good look through how your code runs like thru runtime to notice some small things that might be causing this to hit an error.