Hello. Sorry, I misread.
Note, SkeletonAnimator and SkeletonAnimation are two different things.
SkeletonAnimation is the standard Spine-Unity component which holds a Spine.Skeleton (.Skeleton) to hold the pose and a Spine.AnimationState (.AnimationState) to hold the active animations. SkeletonAnimation does not need Mecanim.
SkeletonAnimator is the basic Mecanim integration with Spine.Unity. Instead of a Spine.AnimationState, it relies on a Mecanim/Animator component, hence the name SkeletonANIMATOR. To associate internal Spine.Animations with Mecanim states, it uses dummy AnimationClips (which have no data except the duration and events). Since these AnimationClips don't have data, there is nothing to preview in Edit mode.
Please don't confuse the two.
If you are using PlayMaker, you probably don't need to use Mecanim. But it's still an option, as long as you are more comfortable with how it works. For beginners, we would recommend SkeletonAnimation.
"But i'm interest to control my different animations (to pass between iddle/run/attack/etc."
What do you mean by this?