Hi Gregmax17
Jumping is a tad more tricky, cause there's a few different ways to handle it. I'll explain the easiest way.
In order to make your capsule physically jump you'll need to remove that controller simple move from your jump state. That action should only be on the move state.
The trick is that you will need to add a "platform input controller" or a "3rd person platform" controller to your capsule. These are both part of unity's "Standard assets" package that you'll need to import into your scene.
You can find them in the component menu ->Character
Once you add those, you'll probably also have a "character motor" component on your character as well. This is where you can set his run speed/jump height etc etc.
You can further tweak those variables in game later with the "character motor" action within playmaker too.
Now when you press the jump button (as setup in the unity input manager settings) your capsule will jump into the air.
One way you can determine when you character is jumping up or falling down is to have add a new fsm to your character (you can stack multiple FSMs on one object).
So right click in the FSM editor window with your player capsule selected and press "add fsm to game object"
Now you have a new fresh one on top of the existing one you have for your movement.
Here in its start state you are going to create a "get button down" action and check to see when the player presses the jump button.
When they do, you will have it switch to a new state that will play the characters "jump up" animation using the "play animation" action.
In that state as well, you will need to check which direction the player's position currently in compared to the previous frame. This will determine if he's travelling up or down.
Create a variable called "currentPosition" of a "float" type.
Add a float compare action and have it compare "CurrentPostion" to "CurrentPosition" and check the box that says "every frame"
now add a "get position" action and set the Y value to the "Currentposition" variable.
Make sure you check the box labelled "Every Frame" because we want play maker to check all the time and store that value (the characters vertical position)
In the float compare action change the event in "If Less Than" to switch to a new state that would then have a "play animation" action that would play that "jump_falling" animation.
So to recap. After the player presses the jump button...playmaker plays the Jump up animation. Every frame it will check if the players previous position is higher than it was the previous frame, but as soon as it starts to be less (eg: player is falling back down), then it switches to an animation state of the falling animation.
Then to finish it off, you can use a "is grounded" state in the same state as the "play falling animation" state. Once "is grounded" is true (when the capsule hits the ground again) you can transition back to your very first state again, where you wait for the player to press the jump button again.
Hopefully that makes sense