Mecanim Problem: In Blend Tree certain animations work and certain ones freeze when active

So I am currently having a problem with my Animation controller, dealing with one of the blend trees to make the character walk.

It looks like this:

So, inside the blend tree I have all the different walking animations that uses the floats “Walk Type X”, and “Walk Type Y” for blending the between the animations.

But the problem I am having is when walking forward, the animation just freezes, same when walking backwards.

Here is the code for the script controlling the animations:

using UnityEngine;
using System.Collections;

public class PlayerAnimatorScript : MonoBehaviour 
{
	public GameObject playerModel;

	private float walkTypeXCurrent;
	private float walkTypeXTarget;

	private float walkTypeYCurrent;
	private float walkTypeYTarget;

	private float changeVelocityX;
	private float changeVelocityY;

	private bool jumping = false;
	private bool inAir = false;

	private InputScript inputScript;
	private PlayerMovementController playerMovementController;
	private Animator animator;

	void Update()
	{
		if (inputScript == null)
		{
			inputScript = transform.GetComponent<InputScript>();
		}

		if ((inputScript != null)&&(playerMovementController == null))
		{
			playerMovementController = transform.GetComponent<PlayerMovementController>();
		}

		if (playerModel != null)
		{
			animator = playerModel.GetComponent<Animator>();
		}

		print (animator.GetBool("Moving"));

		walkTypeXCurrent = Mathf.SmoothDamp(walkTypeXCurrent, walkTypeXTarget, ref changeVelocityX, playerMovementController.speedUpTime);
		walkTypeYCurrent = Mathf.SmoothDamp(walkTypeYCurrent, walkTypeYTarget, ref changeVelocityY, playerMovementController.speedUpTime);

		animator.SetFloat ("Walk Type X", walkTypeXCurrent);
		animator.SetFloat ("Walk Type Y", walkTypeYCurrent);

		//THIS SECTION TAKES IN MOVEMENT
		if ((animator != null)&&(playerModel != null))
		{
			if (jumping == false)
			{
				animator.SetBool ("Jumping", false);
				
				if ((inputScript.forwardInputPressed)||(inputScript.backwardInputPressed)||(inputScript.leftInputPressed)||(inputScript.rightInputPressed))
				{
					animator.SetBool ("Moving", true);

					walkTypeXTarget = 0;
					walkTypeYTarget = 0;

					if ((inputScript.forwardInputPressed)&&(!inputScript.backwardInputPressed))
					{
						++walkTypeYTarget;
					}
					
					if ((inputScript.backwardInputPressed)&&(!inputScript.forwardInputPressed))
					{
						--walkTypeYTarget;
					}
					
					if ((inputScript.leftInputPressed)&&(!inputScript.rightInputPressed))
					{
						++walkTypeXTarget;
					}
					
					if ((inputScript.rightInputPressed)&&(!inputScript.leftInputPressed))
					{
						--walkTypeXTarget;
					}
				}
				else 
				{
					walkTypeXTarget = 0;
					walkTypeYTarget = 0;

					if ((walkTypeXCurrent <= 0.1)&&(walkTypeYCurrent <= 0.1))
					{
						animator.SetBool ("Moving", false);
					}
				}
			}
			else
			{
				animator.SetBool ("Jumping", true);
			}
		}
	}
}

And to show the problem more accurately, here is a video of it:

Anyone have any idea how to fix this, or even what the problem is? I’m actually starting to think its a bug with Mecanim itself.

Ok, so today I went through and reversed the order of Walk Type X and Walk Type Y, effectively making each walk type control the opposite coordinate and then realized it was not the animation affecting it freezing, it was a bug with the floats themselves. And both floats act as they should, so it may be a bug with Unity dealing with two incoming floats to the animation controller.