I recommend using the (ecosystem) animator cross fade action, and keep the logic (i.e. the bools) in PlayMaker. Mechanim is only told what to play, the states and transitions are handled in PlayMaker. You can also pack a lot of animations into blend trees. For example, idle and moving can go into one state; all animations for the jump arch go into one blend tree etc. The blend tree then only needs one or two parameters, like the horizontal/vertical velocity. But that all depends on what you're trying to achieve.