Network : sync animations of characters

Hello, I try to make a little multiplayer project with a character and his animations (idle and walk).
But i didnt see anywhere a simple solution.

I know how to make a server with Unity Network and join it.
I know also how to sync positions and rotations wih a network view wich observe the player script with a stream inside (onserialize)

But, how to sync animations of the characters ?
I dont want to use an rpc because its a regular information, is it the best solution ?
I did this test : if (charactercontroller.velocity.z > 0) { transform.animation.crossfade(“walk”) } but it doesnt work.
Maybe we cant check the controller with several prefabs.
Is it a good idea to put a variable wich represents the animation in the stream ?


Here is is my code attached to the prefab and observed in network view.
There is another code to setup the server or join it and instantiate this prefab.
(i let some test lines commented) :

using UnityEngine;
using System.Collections;

public class persoScript : MonoBehaviour {


CharacterController control;
private float mooveSpeed = 2f;
private float rotSpeed = 150f;
private Vector3 vectorMoove = Vector3.zero;

private Vector3 correctPlayerPos;
private Quaternion correctPlayerRot;

//private int animState = 0;
//private int animStateRec = 0;

void Start () {

control = transform.GetComponent<CharacterController>();

}//Start


void Update () {

if (networkView.isMine)
{
InputMovement(); 
}

else
{

transform.position = Vector3.Lerp(transform.position, this.correctPlayerPos, Time.deltaTime * mooveSpeed);
transform.rotation = Quaternion.Lerp(transform.rotation, this.correctPlayerRot, Time.deltaTime * rotSpeed);



if (this.control.velocity.z !=0)
{
transform.animation.CrossFade("walk"); // **IT DOESNT WORK** 
}
//	else { transform.animation.CrossFade("idle"); }


}

Debug.Log (this.control.velocity.z);


}//Update


void InputMovement()
{
transform.Rotate(0, Input.GetAxis("Horizontal")*rotSpeed*Time.deltaTim e, 0);	


Vector3 vectorMoove = new Vector3(0,-0.1f,Input.GetAxis("Vertical")*mooveSpeed*Time.del taTime);
//vectorMoove = transform.forward * Input.GetAxis("Vertical")*mooveSpeed*Time.deltaTim e;

vectorMoove = transform.TransformDirection(vectorMoove);
control.Move (vectorMoove);	

if (Input.GetAxis("Vertical") !=0)
{
transform.animation.CrossFade("walk");
//animState = 1;	
}
else
{
transform.animation.CrossFade("idle");	
//animState = 0;
}	
}//InputMov()


void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
{
if (stream.isWriting)
{
Vector3 pos = transform.position;
Quaternion rot = transform.rotation;
stream.Serialize(ref pos);
stream.Serialize(ref rot);	
//	stream.Serialize(ref animState);	
}
else
{
Vector3 posReceive = Vector3.zero;
Quaternion rotReceive = Quaternion.identity;

stream.Serialize(ref posReceive);
stream.Serialize(ref rotReceive);

//	stream.Serialize(ref animStateRec);
this.correctPlayerPos = posReceive;
this.correctPlayerRot = rotReceive;
//this.animStateRec = animStateRec;
}
}//Onserialize()


}//class

I passed the animation info (an int) in the stream.
Now the animation plays well on the observed character but he continues to moove without walking at the end due to the lerp function maybe…