Ok lets start from a basic barebones breakdown
Create a capsule and give it a character controller and a platform input controller component
add an fsm to the capsule
add a get axis vector action
and a controller simple move action
create a vector3 variable and put it as the stored vector in the get axis vector action
also create a float variable and store the "magnitude" from the get axis vector action into it. (make it as global as well)
and also add it to the vector of the controller simple move action
also make the "relative to" section of the movement action relative to your main camera
Now parent your model with the animations on it under the capsule and turn off the mesh renderer component of the capsule.
now your mech should be sliding around your scene.
Next on the mech game object (the one parented under the capsule) - add an fsm and create 2 states.
create 2 global events called "idle" and "walk". right click each state and choose "add global transition" and pick the Idle and walk global events you made a minute ago.
In each of those 2 states create a "play animation" action and pick the idle and walk animations respectively
Now back on the capsule, create a second fsm and create 2 states
each state will have a "float compare" action on it.
The first will compare your magnitude variable to 0 and if its greater than, you will transition to state 2
state 2 will compare magnitude to 0 and if its equal or less than, it will transition back to state 1
Each state will also have a "send event" which will point to the player model mesh, and point it to the fsm we created earlier on it.
One the first state it will point to the "idle" global event, and on the second state it will point to the "walk" global event.
Now your dude, should be standing still while not touching the input controls, and should play the walk animation whenever you are pressing forwards on the joystick.
Give that a go.