Animation is playing in world space instead of local space

I am animating an enemy, and in one of the attacks it looks at the player before playing an animation, but when it plays the animation, suddenly all it’s parts stop looking at the player and snap to their rotation in the animation without the offset of the parent.

I do not animate the enemy’s transform, only the rig of it, and I’m making the enemy’s transform look at the player. The object with the animator component is a child of the enemy and then the rig is a child of that, but I wouldn’t think that would cause an issue?

Here’s my code for the attack. I’ve already used debug statements to confirm its not running a million times or having unexpected behavior.

    public IEnumerator FrontGravityOrb()
    {
        transform.DOLookAt(target.position, 1);

        yield return new WaitForSeconds(1);

        Vector3 targetPos = target.position;

        anim.SetTrigger("AttackFront");

        yield return new WaitForSeconds(2);

        GameObject orb = PhotonNetwork.Instantiate(gravityOrbPrefab.name, targetPos, Quaternion.identity);

        orb.transform.DOScale(1, 2).SetEase(Ease.OutExpo);

        yield return new WaitForSeconds(3.5f);

        orb.transform.DOScale(0, 3).SetEase(Ease.Linear);

        transform.DORotate(originalRot, 3);

        yield return new WaitForSeconds(3);

        PhotonNetwork.Destroy(orb);
    }

The problem went away when I restarted Unity, so uh, no clue why it works now but it works.