Hi , i finnally got a hand on the animation , i just want to let other people know , if it can help someone else with the same problem . Here is what i did .
The newcharacter is a copy of a warrior . the only difference is the model . To make the animation working drag your fbx prefab of your model (the one wich you can edit all the 4 tab (model , rig , animation , materials in the inspector ) to the same folder the fbx of the tutorial assets are //; tutorialasset/quaternius/fbx , this might not be essential but , you need to change all the option on the four tab of your model to the same as the template original warrior is , so having the fbx there make it easy to go from one to the other .
After that , just make sure you have the animation names the same that in mackinon setup . If not , i did rename the animation on my new model to the one already setup and it worked (Walk , Run , Idle etc , instead of walk front , idle and run) for example .
The input is something you will need to configure not only in the base/control tab , but in the UI tab too . The input got pretty confusing really fast to setup , and mostly wont work the first try . What i did is use the unity manager input and setup my own in there , after you come back and set them up in the mackinon inspector . But i wanted to use a custom controller so i had to know what name each button is called with , for example , you can start with ''joystick button 0'' to ''joystick button3'' those would probably be the 4 snes button on a custom controller (a.b.x.y) . An easy way to know this is to instal;l svmapper , it will tell you when you press the controller button what is the name of the button so you can configure it ,
I hope it help