3DBuzz Tutorial: Third Person Character And Camera, Animation Issue

Hey everyone, I hope your day has been great so far,

I’ve ran into an issue while following the 3DBuzz video series on creating a third person character and camera. That issue happens to be that animations refuse to play. Through research, I figured I needed to make my animation clips into animations, set them to legacy, and add an animation component to the character (something I removed due to warnings early on in the tutorial series.)
Everything is being called as it’s needed, I’ve set up debugging logs in every spot required to verify that, and yet the animations still aren’t executed.
My code in the TP_Animation class is as follows.

using UnityEngine;
using System.Collections;

//Handles character animations
public class TP_Animator : MonoBehaviour 
{
	public enum Direction
	{
		Stationary, 
		Forward, 
		Left, 
		Right, 
		Backward, 
		LeftForward, 
		RightForward, 
		LeftBackward, 
		RightBackward
	}
	
	public enum CharacterState
	{
		Idle,
		WalkingForward,
		WalkingBackward,
		WalkingLeft,
		WalkingRight,
		Jumping,
		Landing,
		Falling,
		Sliding,
		Using,
		ActionLocked,
		Climbing,
		Dead
	}

	public static TP_Animator Instance;
	public Direction MoveDirection { get; set; }
	public CharacterState State { get; set; }

	void Awake()
	{
		Instance = this;
	}

	void Update () 
	{
		DetermineCurrentState();
		ProcessCurrentState();
	}

	public void DetermineCurrentMoveDirection()
	{
		var Forward = false;
		var Backward = false;
		var Left = false;
		var Right = false;

		if (TP_Motor.Instance.MoveVector.z > 0)
			Forward = true;

		if (TP_Motor.Instance.MoveVector.z < 0)
			Backward = true;

		if (TP_Motor.Instance.MoveVector.x > 0)
			Right = true;
		
		if (TP_Motor.Instance.MoveVector.x < 0)
			Left = true;

		if (Forward)
		{
			if (Left)
				MoveDirection = Direction.LeftForward;
			else if (Right)
				MoveDirection = Direction.RightForward;
			else
				MoveDirection = Direction.Forward;
		}
		else if (Backward)
		{
			if (Left)
				MoveDirection = Direction.LeftBackward;
			else if (Right)
				MoveDirection = Direction.RightBackward;
			else
				MoveDirection = Direction.Backward;
		}
		else if (Left)
		{
			MoveDirection = Direction.Left;
		}
		else if (Right)
		{
			MoveDirection = Direction.Right;
		}
		else
		{
			MoveDirection = Direction.Stationary;
		}
	}
	
	void DetermineCurrentState()
	{
		if (State == CharacterState.Dead)
			return;
			
		if (!TP_Controller.Character_Controller.isGrounded)
		{
			if (State != CharacterState.Falling && State != CharacterState.Jumping && State != CharacterState.Landing)
			{
				//Should be falling
			}
		}
		
		if (TP_Controller.Character_Controller.isGrounded)
		{
			if (State != CharacterState.Falling && State != CharacterState.Jumping && State != CharacterState.Landing &&
			    State != CharacterState.Using && State != CharacterState.Climbing && State != CharacterState.Sliding)
			{
				switch (MoveDirection)
				{
					case Direction.Stationary:
					State = CharacterState.Idle;
					break;
						
					case Direction.Forward:
					State = CharacterState.WalkingForward;
					break;
						
					case Direction.Backward:
					State = CharacterState.WalkingBackward;
					break;
						
					case Direction.Left:
					State = CharacterState.WalkingLeft;
					break;
						
					case Direction.Right:
					State = CharacterState.WalkingRight;
					break;
						
					case Direction.LeftForward:
					State = CharacterState.WalkingForward;
					break;
						
					case Direction.RightForward:
					State = CharacterState.WalkingForward;
					break;
						
					case Direction.LeftBackward:
					State = CharacterState.WalkingBackward;
					break;
					
					case Direction.RightBackward:
					State = CharacterState.WalkingBackward;
					break;
				}
			}
		}
	}
	
	void ProcessCurrentState()
	{
		switch (State)
		{
			case CharacterState.Idle:
			Idle();
			break;
				
			case CharacterState.WalkingForward:
			ForwardWalking();
			break;
				
			case CharacterState.WalkingBackward:
			BackwardWalking();
			break;
				
			case CharacterState.WalkingLeft:
			LeftWalking();
			break;
				
			case CharacterState.WalkingRight:
			RightWalking();
			break;
				
			case CharacterState.Jumping:
			break;
				
			case CharacterState.Landing:
			break;
				
			case CharacterState.Falling:
			break;
				
			case CharacterState.Sliding:
			break;
				
			case CharacterState.Dead:
			break;
		}
	}

	void Idle ()
	{
		animation.CrossFade("IdleAnim");
	}
	
	void ForwardWalking()
	{
		animation.CrossFade("FWalkingAnim");
	}
	
	void BackwardWalking()
	{
		animation.CrossFade("BWalkingAnim");
	}
	
	void LeftWalking()
	{
		animation.CrossFade("LWalkingAnim");
	}
	
	void RightWalking()
	{
		animation.CrossFade("RWalkingAnim");
	}
}

I’ve run out of ideas, so I’m hoping that some of you have suggestions, and if so, I would greatly appreciate it.

Thanks for your time!

I hope the rest of your day is nice,
-Hypocrita_20XX

Hey everyone, bit of an update: I was able to, after quite a few hours, get this working. As far as I can tell, it really wasn’t a code issue, just an editor issue.
If anyone happens to have this sort of issue in the future, how you resolve it is fairly straightforward.
First, set everything up as best as you can in relation to the tutorial video. Next, make sure you add an animation component, not an animator component. then, just drag your animations from your exported FBX file, the clips that you would have made previously in the series, into whatever order you like in the animation component. Ensure, in your code, that the animation calls will be calling on the correct names.
After that, this is, in my opinion, the most important part: click on your model and change the animation type in the rig tab to “legacy.”

That should have you back up and running!
Thanks so much for your time, getyour411, and your assistance, again, I really appreciate it.

I hope everyone has a great day!
-Hypocrita_20XX