Having Multiple Animators In A Scene

Okay, I am using Unity 2021.3.4f1. I am making a 3D video game, with a player character and enemies with animations. The player and the enemies each have Animators and their designated controllers and animations. I’ve created and animated each model in Blender, then exported the models as .fbx files, then imported the .fbx files into Unity and set up the animators so that they have all the animations brought in by the model and each have triggers. I’ve also made code for the triggers, so they are activated.

I feel like I’m doing everything right, as the player character’s animations work. However, the animations for the enemies do not show up, even though they’re being called by code. I did designate a folder named “Animations” in the Asset folder, for the animator controllers, and their animations.

While the player’s animations are in the “Animations” folder, each enemy type (there are 3 at the time) has their animations in subfolders of the “Animations” folder.

What could I be doing wrong? If you need a reference, here’s the script for an example enemy:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class Flea : MonoBehaviour
{
//holds the flea’s components
[SerializeField]
private Rigidbody rb;
[SerializeField]
private Animator animator;
[SerializeField]
private Transform attackHitbox;
[SerializeField]
private ParticleSystem blood;
[SerializeField]
private AudioSource audio;
//holds the flea’s stats
[SerializeField]
private float detectionRange;
[SerializeField]
private float speed;
public int attackStrength;
[SerializeField]
private bool inRange;
[SerializeField]
private int health;
[SerializeField]
private int maxHP;
//holds the reference to the player
public GameObject player;
[SerializeField]
private Vector3 targetPosition;
//holds the death event
[SerializeField]
private UnityEvent onKill;

private void Awake()
{
    //gets the flea's components
    rb = GetComponent<Rigidbody>();
    animator = GetComponent<Animator>();
    blood = GetComponent<ParticleSystem>();
    audio = GetComponent<AudioSource>();
    //gets the player, who is not in attack range
    player = GameObject.FindGameObjectWithTag("Player");
    //sets the bool for if the player is in range and if the attack hitbox is on to false
    inRange = false;
    attackHitbox.gameObject.SetActive(false);
    //sets the flea's health at its max HP
    health = maxHP;
}

private void FixedUpdate()
{
    targetPosition = new Vector3(player.transform.position.x, transform.position.y, player.transform.position.z);
    //makes the flea follow the player, if Kaitlyn is within range
    if(Vector3.Distance(transform.position, player.transform.position) <= detectionRange && player.GetComponent<Player>().IsInvisible == false)
    {
        transform.LookAt(targetPosition);
        transform.position = Vector3.MoveTowards(transform.position, player.transform.position, speed * Time.deltaTime);
    }
    //makes the flea jump
    if (IsGrounded() && inRange == false)
    {
        animator.SetBool("AirBool", false);
        rb.velocity = new Vector3(0, 10, 0);
    }
    //makes the flea try to attack the player with a attack with raycast-based detection
    else if (inRange == true)
    {
        //grounds the flea in place
        rb.velocity = Vector3.zero;
        Ray ray = new Ray(transform.position, transform.forward);
        if (Physics.Raycast(ray, out RaycastHit hit, 2.5f))
        {
            if (hit.transform.gameObject.tag == "Player")
            {
                StartCoroutine(ActivateAttack());
            }
        }
    }
    else if(IsGrounded() == false)
    {
        animator.SetBool("AirBool", true);
    }
    //kills the flea
    if(health <= 0)
    {
        StartCoroutine(Death());
    }
}

//checks if the flea is on solid ground
private bool IsGrounded()
{
    Ray ray = new Ray(transform.position + Vector3.up, Vector3.down);
    if(Physics.Raycast(ray, out RaycastHit hit, 2.5f))
    {
        return true;
    }
    else
    {
        return false;
    }
}

//allows the flea to feel the player
private void OnCollisionEnter(Collision collision)
{
    if(collision.gameObject.CompareTag("Player"))
    {
        transform.LookAt(targetPosition);
        inRange = true;
        audio.Play();
    }
}

//holds the event for when the player is out of the flea's range
private void OnCollisionExit(Collision collision)
{
    if (collision.gameObject.CompareTag("Player"))
    {
        transform.LookAt(targetPosition);
        inRange = false;
    }
}

//holds the attack
private IEnumerator ActivateAttack()
{
    animator.SetTrigger("AttackTrigger");
    attackHitbox.SendMessage("Damage", attackStrength);
    yield return new WaitForSeconds(.5f);
    attackHitbox.gameObject.SetActive(true);
    yield return new WaitForSeconds(.5f);
    attackHitbox.gameObject.SetActive(false);
}

//holds the function for the flea taking damage
public void TakeDamage(int damage)
{
    blood.Play();
    audio.Play();
    health -= damage;
    animator.SetTrigger("DamageTrigger");
    StartCoroutine(StopBleeding());
}

//stops the bleeding of the flea
private IEnumerator StopBleeding()
{
    yield return new WaitForSeconds(0.2f);
    blood.Stop();
}

//holds the function for the flea dying
private IEnumerator Death()
{
    onKill.Invoke();
    blood.Play();
    audio.Play();
    animator.SetTrigger("DeathTrigger");
    yield return new WaitForSeconds(1f);
    Destroy(gameObject);
}

}