private void GroundedAnimations()
{
    //blend off any residual animations
    animationGameObject.animation.Blend("fall", 0.0f, 0.1f);
    animationGameObject.animation.Blend("jump", 0.0f, 0.1f);
    animationGameObject.animation.Blend("fly", 0.0f, 0.1f);
    animationGameObject.animation.Blend("elevate", 0.0f, 0.1f);
    animationGameObject.animation.Blend("lower", 0.0f, 0.1f);

    //Fade in Run
    if (characterController.GetSpeed() >= (characterController.GetRunSpeed() - 1))
    {
        animationGameObject.animation.CrossFade("run");
		currentStatus = AnimationStatus.Run;

        //fade out walk
        animationGameObject.animation.Blend("walk", 0.0f, 0.3f);
    }

    // Fade in walk
    else if (characterController.GetSpeed() > 0.1f)
    {

        if (characterController.AreMovingKeysDown())
        {
            animationGameObject.animation.CrossFade("walk");
				currentStatus = AnimationStatus.Walk;
        }
        else
        {
            animationGameObject.animation.Blend("walk", 0.0f, 0.1f);
        }

        // We fade out jumpland realy quick otherwise we get sliding feet
        animationGameObject.animation.Blend("run", 0.0f, 0.3f);



    }

    // Fade out walk and run so just idle remains
    else
    {
        animationGameObject.animation.Blend("walk", 0.0f, 0.3f);
			currentStatus = AnimationStatus.Idle;
       // animationGameObject.animation.Blend("run", 0.0f, 0.3f);
    }

    
    animationGameObject.animation["run"].normalizedSpeed = runSpeedScale;
    animationGameObject.animation["walk"].normalizedSpeed = walkSpeedScale;

    //is Character Jumping
    if (characterController.IsJumping())
    {


        if (!characterController.HasJumpReachedApex() && characterController.IsJumping())
        {
			animationGameObject.animation.CrossFade("jump", 0.2f);
            animationGameObject.animation.Blend("fall", 0.0f, 0.3f);
        }

        else
        {
            animationGameObject.animation.Blend("jump", 0.0f, 0.3f);
            animationGameObject.animation.CrossFade("fall", 0.2f);

        }

		currentStatus = AnimationStatus.Jump;
			
        animationGameObject.animation.Blend("walk", 0.0f, 0.1f);
        animationGameObject.animation.Blend("run", 0.0f, 0.1f);

    }

}