Idle and Walk animation don't work at all

Hello everybody, I am developing a game based in the “Unity topic instructions” I’m relatively new in the Video Game Developing. My issue is that animations between “Idle” and “walk” don’t work at all. When I press the play button the Idle animation works perfectly just once, it means in spite of the character is not walking the “Idle animation” does not work at all.
Now when I press up button to make the character walk, the character does not make use of the “walk animation”
Please can somebody help me with this issue?

Here’s also the PlayerMovement
using UnityEngine;

public class PlayerMovement : MonoBehaviour

{
public float speed = 6f; // The speed that the player will move at.

Vector3 movement; 				// The vector to store the direction of the player's movement.
Animator anim;   				// Reference to the animator component.
Rigidbody playerRigidbody; 		// Reference to the player's rigidbody.
int floorMask;					// A layer mask so that a ray can be cast just at gameobjects on the floor layer.
float camRayLength = 100f;			// The length of the ray from the camera into the scene.

//This code was made by Eng. Rodolfo A. Calvo
void Awake()
{
	// Create a layer mask for the floor layer.
	floorMask = LayerMask.GetMask("Floor");
	// Set up references.
	anim = GetComponent<Animator> ();
	playerRigidbody = GetComponent<Rigidbody> ();
}//end void Awake

void FixedUpdate()
{
	// Store the input axes.
	float h = Input.GetAxisRaw ("Horizontal");
	float v = Input.GetAxisRaw ("Vertical");

	Move (h, v); 		// Move the player around the scene.
	Turning ();	 		// Turn the player to face the mouse cursor.
	Animating (h, v);	// Animate the player.
}//end FixedUpdate 

void Move(float h, float v)
{
	// Set the movement vector based on the axis input.
	movement.Set (h, 0f, v);
	// Normalise the movement vector and make it proportional to the speed per second.
	movement = movement.normalized * speed * Time.deltaTime;
	// Move the player to it's current position plus the movement.
	playerRigidbody.MovePosition (transform.position + movement);
	//Rodolfo is very smart and handsome
}//end Move

void Turning()
{
	// Create a ray from the mouse cursor on screen in the direction of the camera.
	Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
	// Create a RaycastHit variable to store information about what was hit by the ray.
	RaycastHit floorHit;
	// Perform the raycast and if it hits something on the floor layer...
	if (Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) 
	{
		// Create a vector from the player to the point on the floor the raycast from the mouse hit.
		Vector3 playerToMouse = floorHit.point - transform.position;
		// Ensure the vector is entirely along the floor plane.
		playerToMouse.y = 0f;
		// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
		Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
		// Set the player's rotation to this new rotation.
		playerRigidbody.MoveRotation (newRotation);
	}//end if
}//end Turning

void Animating (float h, float v)
{
	// Create a boolean that is true if either of the input axes is non-zero.
	bool walking = h != 0f || v != 0f;
	// Tell the animator whether or not the player is walking.
	anim.SetBool ("IsWalking" , walking);

}//end Animating

}

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  1. Make sure that you have your transition parameters set correctly
  2. Make sure in Mechanim that you have put the appropriate animations in the system
  3. It looks like you’re doing a Diablo-style movement setup with click to move systems: Investigate the use of NavMesh and NavMeshAgent.
  4. Try this tutorial if you haven’t already, it’s what I used to learn the Mechanim system and how to use it properly: http://unity3d.com/learn/tutorials/modules/beginner/animation/animator-scripting
  5. If all else fails, you can always create an animation with the animation window and this tutorial: Unity Connect

I hope some of this helps and, Best of luck!