Can't assign a motion to an animation state

I feel like I should preface this with the fact that I rarely use Unitys animation system and don’t know almost anything about it, so keep that in mind. I have 2 animation clips, “SwordIdle” and “SwordSwing”, you can infer what each of these are for.
I made an animation controller with the Entry state going directly to the SwordIdle animation, which I drag and dropped into the animation controller from the project window. I added an Animator component to the sword, and set the Controller field to my animation controller.
I pressed play and expected my sword to be in the idle animation, since I set the Entry state to go into the SwordIdle animation, but nothing happened.
I looked at the SwordIdle state and under the Motion field, it said none. So I clicked the little circle to the right of the field, clicked the SwordIdle animation clip, but nothing happened. I tried dragging the idle animation clip directly into the motion field but it did nothing.
I’m assuming this is why the animations won’t play, so its pretty important. I did a lot of googling and nothing has worked, and maybe 3 similar questions even showed up.

Hi,

Perhaps your sword isn’t rigged, or the animation clips expects another hierarchy, or other transform names, for the animation?
Suggests you open up the Animation window to see what’s going on.

The sword has no rigging from Blender. Its just 3 meshes exported as .fbx. All the animation is being done in Unity.

The hierarchy needs exact names of the animation. Don’t open animator open animation window while selecting the game object object with the animator attached to see if the animation window has any errors in hierarchy names.

Sorry but I have no clue what you just said.

The Animator is where you can combine multiple animations for an object, or character.
If you experience problems, or want to modify individual animations, use the Animation window.

https://docs.unity3d.com/Manual/animeditor-UsingAnimationEditor.html