Walldiv,
Hello, You can use the trax editor inside of Maya to store multiple animations in one scene and play them back using the same timeline independently of one another using a standard rig, or an IK/FK and FBIK rig.
Maya has a long, and detailed, and very much useful documentation available to you at the very top right of the menu selection. Help/Maya Help, or Maya Learning will usually point you in the right direction. However I recommend consulting the help documentation.
Type trax editor in the search toolbar available in the online documentation and you will be given access to multiple documents pertaining to using the trax editor.
Alternatively you may search for video tutorials via Google to get a perspective on how to properly set up and use the trax editor. Some people may even offer tips and tricks unavailable in the documentation that ships with Maya.
Helpful videos:
(Youtube listed videos) - http://www.youtube.com/results?search_query=maya+trax+editor&oq=maya+trax+editor&gs_l=youtube
1: (Audio quality is harsh) - http://www.youtube.com/watch?v=3_fJJVPhvNQ
2: (Audio/Video quality is harsh) - http://www.youtube.com/watch?v=2Rra0iISZ5I
I hope these help. However multiple animations may export as individual FBX files after having baked all animations in Maya, and selecting “Bake animation” in the FBX export properties tab.
To bake animations, granted you have animated each rig using IK, or FBIK controllers you must first select all joints, and IK controllers after animation is complete, and go to Edit/Keys/Bake Simulation (select properties box) and set the time range to your time slider, or start to end and select the start frame, and end frame if you’re creating walk, run cycles.
While Unity can natively support Maya’s formats, I recommend simply baking your animations in Maya, and then deleting any IK controllers left behind, and exporting them to FBX. Since not everyone can open MA, and MB formats, FBX is an almost universal format and can retain rig, hierarchy, and animation data.