character keeps walking after i let go of the walk button

ive got a problem with my character. the ‘walk’ animation keeps playing after I have let go of the ‘walk’ key. here is my walk script -

animation["WALK"].layer=-1;
animation["REVERSE"].layer=-1;
animation["CROUCH"].layer=2;
animation["IDLE"].layer=-5;
var crouching: boolean;

function Update () 
{ 
   if (Input.GetAxis("Vertical") > 0.2){ 
       animation.CrossFade ("WALK");
	   
   }else if(Input.GetAxis("Vertical") < -0.2){ 
       animation.CrossFade ("REVERSE");
	   // Play animation backwards when running backwards 
      animation["REVERSE"].speed = Mathf.Sign(Input.GetAxis("Vertical")); 
	   
   }else{ 
      animation.CrossFade ("IDLE"); 
   } 
   
if(Input.GetKey("c")){ 
   animation.CrossFade ("CROUCH"); 
} 
}

and here is my walker script -

var speed = 6.0; 
var RUNspeed=12; 
//var jumpSpeed = 8.0; 
var gravity = 20.0; 
private var moveDirection = Vector3.zero; 
private var grounded : boolean = false; 

function FixedUpdate() { 
   if (grounded) { 
      // We are grounded, so recalculate movedirection directly from axes 
      moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); 
      moveDirection = transform.TransformDirection(moveDirection); 
      if(!Input.GetButton("Fire1")) 
         moveDirection *= speed; 
      else 
         moveDirection *= RUNspeed; 
      //if (Input.GetButton ("Jump")) { 
         //moveDirection.y = jumpSpeed; 
      //} 
   } 

   // Apply gravity 
   moveDirection.y -= gravity * Time.deltaTime; 
    
   // Move the controller 
   var controller : CharacterController = GetComponent(CharacterController); 
   var flags = controller.Move(moveDirection * Time.deltaTime); 
   grounded = (flags  CollisionFlags.CollidedBelow) != 0; 
} 

@script RequireComponent(CharacterController)

that’s because the layer you assigned your “Idle” animation (-5) to, is way below the “walk” animation (-1)… try placing it into the same layer as the “walk” animation (both -1)…

thanks, thats worked perfectly