Unable to Get Model To Use Walking Animation

Hello all,

I am trying to get my Sentrino Necromancer to walk in game using his walking animation. He moves around perfectly with the mouse click script but his walking animation does not work. I get the warning: Parameter’walk2’ does not exist. Yet I can see it and I have attached the screenshot. What am I doing wrong?

 private Transform myTransform;              // this transform
    private Vector3 destinationPosition;        // The destination Point
    private float destinationDistance;          // The distance between myTransform and destinationPosition
    public float Speed;                         // Speed at which the character moves
    public float Direction;                    // The Speed the character will move
    public float moveAnimSpeed;                // Float trigger for Float created in Mecanim (Use this to trigger transitions.
    public float animSpeed = 1.5f;            // Animation Speed
    public Animator anim;                     // Animator to Anim converter
    public int idleState = Animator.StringToHash("Base Layer.Idle"); // String to Hash conversion for Mecanim "Base Layer"
    public int runState = Animator.StringToHash("Base Layer.Run");  // String to Hash for Mecanim "Base Layer Run"
    private AnimatorStateInfo currentBaseState;         // a reference to the current state of the animator, used for base layer
    private Collider col;

    public AnimationClip run;
    public AnimationClip idle;



    void Start()
    {

        Physics.gravity = new Vector3(0, -200f, 0); // used In conjunction with RigidBody for better Gravity (Freeze Rotation X,Y,Z), set mass and use Gravity)
        anim = GetComponent<Animator>();
        idleState = Animator.StringToHash("Idle"); // Duplicate added due to Bug
        runState = Animator.StringToHash("Run");
        myTransform = transform;                            // sets myTransform to this GameObject.transform
        destinationPosition = myTransform.position;
        // prevents myTransform reset
    }

    void FixedUpdate() {
        // keep track of the distance between this gameObject and destinationPosition   
    
        currentBaseState = anim.GetCurrentAnimatorStateInfo(0);
    
        destinationDistance = Vector3.Distance(destinationPosition, myTransform.position);
            
                 // Set's speed in reference to distance

            if(destinationDistance < .5f){  
            Speed = 0;
        }
        else if(destinationDistance > .5f){     
            Speed = 8;
    
            //Below sends Floats to Mecanim, Raycast set's speed to X until destination is reached animation is played until speed drops
        }
      
        if (Speed > .5f){
            anim.SetFloat("walk2", 2.0f);}         
        
                else if (Speed < .5f){
                    anim.SetFloat("walk2", 0.0f);} //
        // Moves the Player if the Left Mouse Button was clicked
    
    
        if (Input.GetMouseButtonDown(0) && GUIUtility.hotControl == 0) {
            Plane playerPlane = new Plane(Vector3.up, myTransform.position);
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            float hitdist = 0.0f;
            if (playerPlane.Raycast(ray, out hitdist)) {
                Vector3 targetPoint = ray.GetPoint(hitdist);
                destinationPosition = ray.GetPoint(hitdist);
                Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
                myTransform.rotation = targetRotation;
            }
       }
    

    
        // Moves the player if the mouse button is hold down
        else if (Input.GetMouseButton(0) && GUIUtility.hotControl ==0) {
            Plane playerPlane = new Plane(Vector3.up, myTransform.position);
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            float hitdist = 0.0f;
            if (playerPlane.Raycast(ray, out hitdist)) {
                Vector3 targetPoint = ray.GetPoint(hitdist);
                destinationPosition = ray.GetPoint(hitdist);
                Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
                myTransform.rotation = targetRotation;
            }
        //  myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
        }
        // To prevent code from running if not needed
        if(destinationDistance > .5f){
            myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, Speed * Time.deltaTime);
        }

Hi guys,

I am using the Sentrino Necromancer and I am trying to get him to use his walking animation with my script. Can someone tell me what I am doing wrong.

2084009--136259--Walk2.png

anim was deprecated with unity 5.0, i assume that is the version of unity you are using right? try something like:

GameObject.SetFloat

Do you know of a tutorial on this? I am struggling on applying these concepts.