Animation Blending Issue

This is probably a newbie mistake on my part, but I was trying to follow the animation blending tutorial on the Unity site and I was having an issue getting it to work. I have a model, "MC", and three animations in separate files named "MC@run", "MC@idle", and "MC@jump". All three show up in the animation node of the created MC object for the game, but when I attach my script nothing happens.

function Start ()

{ //Set all animations to loop animation.wrapMode = WrapMode.Loop; //except Jump animation["jump"].wrapMode = WrapMode.Once;

//Put animations into layers
animation["jump"].layer = 2;
animation["run"].layer = 1;
animation["idle"].layer = 1;
animation["run"].weight = 0.1;

//stops animations already playing
animation.Stop();

}

function Update () { //Plays walk or idle based on what key is being pressed if(Mathf.Abs(Input.GetAxis("Vertical")) > 0.1) animation.CrossFade ("run"); else animation.CrossFade("idle");

//Jump
if (Input.GetButtonDown("Jump"))
    animation.CrossFade("jump");

}

I've tested all three animations in Unity before trying to blend them and they worked fine. Can anyone help me figure out what's not working here?

Im not sure if this will work its from the top of my head Make a new Script and call it "CharacterMoveSet" and paste the following code into it:

var speed = 7.0;

var rotatespeed = 3.0;

var JumpSpeed = 9;

var gravity = 20;

function Awake(){

            animation["idle"].wrapMode = WrapMode.Once;
    animation["run"].wrapMode = WrapMode.Loop;
    animation["Jump"].wrapMode = WrapMode.Once; 

}

function Update ()

{

  // This var is using the CharacterController on your model 

  var controller : CharacterController = GetComponent (CharacterController);

 //Rotate around y -axis

    transform.Rotate(0, Input.GetAxis ("Horizontal") * rotatespeed, 0);

     //move forward / backwords Vertical

    var forward = transform.TransformDirection(Vector3.forward);

var curSpeed = speed * Input.GetAxis ("Vertical");

    controller.SimpleMove(forward * curSpeed);

if (Input.GetButton("Jump")){

transform.position = transform.position * JumpSpeed* Time.deltaTime;

    animation.CrossFade("JumpStand",0.2);

}

}

@script RequireComponent(CharacterController)

this should make the player jump :) hope it works if not let me know