Legacy Animator State Machine - Object Instance - SM does not affect Object Animations

I have created a little raccoon character prefab for a board game. It contains an animator which points to the FBX’s imported animations.

If I click on the state machine of the generic object, it affects the instance.

If I click the instance, then the state machine for that instance shows, and the states are updating. From there I can turn on the booleans but they have no effect.

Why is this? Why can I not have an animator on an instance that works?

Thanks in advance!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityStandardAssets.Characters.ThirdPerson;

public class RaccoonToken : MonoBehaviour {
    private Animator anim;
    private Transform target;
    private NavMeshAgent nav;

    // Use this for initialization
    void Awake () {
        SetReferences();
    }
   
    // Update is called once per frame
    void Update () {
        if( this.target != null ) CheckDistanceFromDestination();

        bool jump = Input.GetButtonDown("Fire1");
        this.anim.SetBool("Jump", jump);
    }

    void SetReferences() {
        this.anim = gameObject.GetComponent<Animator>();
        Debug.Log(this.anim.runtimeAnimatorController);
        this.nav = gameObject.GetComponent<NavMeshAgent>();
    }

    public void MoveTo(Transform destination) {
        Debug.Log(this.anim);
        this.target = destination;
        Vector3 position = new Vector3(destination.position.x, destination.position.y + 1, destination.position.z);
        this.nav.SetDestination(position);
        Debug.Log(this.nav);
        this.anim.SetBool("Walking", true);
        Debug.Log("Walking state: " + this.anim.GetBool("Walking"));
    }

    void CheckDistanceFromDestination()
    {
        //Debug.Log("destination: " + this.nav.destination + ", pathStatus: " + this.nav.pathStatus);
        float dist = Vector3.Distance(this.target.position, transform.position);
        if (this.anim.GetBool("Walking") == true)
        {
            if (false)//dist < 1.85f)
            {
                this.nav.enabled = false;
                Debug.Log("Walking state: " + this.anim.GetBool("Walking"));
                this.anim.SetBool("Walking", false);
                Debug.Log("Walking state: " + this.anim.GetBool("Walking"));
            }
        }
    }
}

Obviously what I want here is for the raccoon to run once I set walking to true in the state machine of that instance. I can’t for the life of me figure out why the state machine particular to that instance won’t animate it but the prefab that is already selected before I click play will.

You can see the state machine of the instance properly changing walking to true when I click run.

I figured it out. The instance actually had two animators. One on the container object and one on the model itself. I eliminated the container object as it wasn’t really needed. Fixed everything. The state machine now properly affects the instance animations.