Problem with creating a Unity 2d Animation

So to keep it brief I’m trying to make a 2d game and wanted to try and implement an animation for my character. I have imported all the key frames, given the player an animator, attached an animation controller, selected the character and then created a new animation called ‘MoonRun’
When i try and drag the sprites to the animation timeline I get this little pop up


and by clicking either of them I get this error message

NullReferenceException: Object reference not set to an instance of an object
UnityEditorInternal.DopeSheetEditor.SelectTypeForCreatingNewPptrDopeline (System.Object userData, System.String options, Int32 selected) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Animation/AnimationWindow/DopeSheetEditor.cs:705)

I was using a video guide but their screen looked a bit different and this didn’t occur and have tried looking through other asks for similar problems but couldn’t find the answer.
Any help greatly appreciated

Mine fixed itself when I updated Unity to the latest version. If you are already on the latest version of Unity I can only assume that a re-install would serve the same purpose.

This seems to be a duplicate of Here is the answer I posted there:

I am experiencing this also. The problem seems to be getting the sprite element of the sprite renderer added as a property of the animation. I found a work around:

  1. Make sure your game object selected and your desired animation is selected
  2. Press the record button on the animator. The animation component should get unchecked in the properties window and turn pink
  3. Drag your first sprite into the “Sprite” property on the Sprite Renderer object attached to your game object in the properties panel
  4. This should automatically add the sprite component to the animator and add your first sprite. Now you should be able to drag one/more sprites into the animator as you normally would.

Hope this helps!

If it doesn’t, you could try copying / renaming an existing animation file that has the sprite renderer component already attached, then erasing all sprites manually to start fresh.