Something weird is happening with orbitcontrols after camera animation

I don’t know why this happening. Every time I play an animation I call function “before()” and after the animation finish I call function “After()”. Everything is working fine exept when I call a function stop() after that its a complete disaster whit the orbitcontrols.

here a video whit the issue.
first I show you that everything works correctly before and after executing an animation. Then I run the animation and interrupt it and that’s when the controls fail.

here the code:

//camera
 this.camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 2000);

//orbitcontrols
    this.controls = new OrbitControls(this.camera, this._ELEMENT);
    this.controls.enabled=true;
    this.controls.enablePan=false;
    this.controls.enableZoom=true;
    this.controls.maxDistance=45;
    this.controls.minDistance=15;
    this.controls.maxPolarAngle=Math.PI*0.55;
    this.controls.target.set(0,10,0); 
    this.camera.position.set(0,10,45);
    this.controlsReady=true;
OrbitBeforeAnimation()
{   
    this.helper.enabled.cameraAnimation=true;
    this.controls.enablePan=true;
    this.controls.enableZoom=true;
    this.controls.maxDistance=Infinity;
    this.controls.minDistance=0;
    this.controls.maxPolarAngle=Math.PI;
    this.controls.minPolarAngle=0;
    this.controls.rotateSpeed=2;
    this.controls.target.set(0,10,0); 
    this.camera.position.set(0,10,45);
    this.camera.position.rotation=0;
    this.controls.enabled=false;
    this.autozoom=false;
}
OrbitAfterAnimation()
{
    this.helper.enabled.cameraAnimation=false;
    this.autozoom=true;
    this.controls.enabled=true;
    this.controls.enablePan=false;
    this.controls.enableZoom=true;
    this.controls.maxDistance=45;
    this.controls.minDistance=15;
    this.controls.maxPolarAngle=Math.PI*0.55;
    this.controls.target.set(0,10,0); 
    this.camera.position.set(0,10,45);
    this.controlsReady=true;
}
jump(){//this.salto (model animation) , this.saltocamara (camera animation)
this.OrbitBeforeAnimation();
    this.salto.reset();
    this.saltocamara.reset();
    this.salto.enabled=true;
    this.salto.weight=1;
    this.base.fadeOut(0.3);
    this.salto.fadeIn(0.3);
    this.salto.syncWith(this.saltocamara);
    this.salto.play();
}
stop()
{
this.helper.objects.get(this.camera).mixer.stopAllAction();
this.helper.objects.get(this.model).mixer.stopAllAction();
this.OrbitAfterAnimation();
}
//listener, when an animation has finish
this.mixerCAM.addEventListener( 'finished', ()=> { 
    this.base.enabled=true;
    this.base.fadeIn(0.6);
    this.OrbitAfterAnimation();
    } );
//render
animate() {
    this.stats.begin();
        requestAnimationFrame(() =>
    {
        this.animate();
    });
    this.render()
    this.stats.end();

}
render() {  
if (this.camera.position.distanceTo(this.controls.target)<=20 &&this.autozoom==true){
	
			this.controls.target.y=15;
			this.camera.position.y=15;
	this.controls.update();
		}
		else{
		
			if(this.autozoom==true){

				this.controls.target.y=10;
				this.controls.update();
			}
			
		} 

this.helper.update( this.clock.getDelta() );
this.effect.render(this.scene, this.camera);
}

I dont know what to do. :frowning:
Any help will be apreciated