Managing multiple animations on one character, I've learned, is one of the strengths of using FSMs.
Here's how I do it:
I have a separate bool for each animation. "isIdle", "isDead", etc. Different things in my game trigger these booleans to be set to true. For you, these would be your GUI buttons that the user clicks to view the animation.
I would have an FSM which constantly checks for changes to these bools, and then a change occurs, passes to a new state which uses the "animation settings" and then "play animation" PlayMaker actions. Your first state would be "spawn", where the spawn animation plays. As soon as this finishes (or another gui button is pressed), it would pass to the next state, where the idle animation plays, etc.
The trick is to properly set the "layer" of your animations within the "animation settings" action, as well as to select "stop all" or "stop same layer". These options will depend on your individual animations and character, so experiment with them as you progress. It took me a few tries to get them properly overriding each other.