How can i set my throwing animation to my character when i press z

Hi I am trying to set up my throwing animation to activate on my character when i press z button but it won’t activate how do i set up my parameters properly and also apply it to my script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Eddy : MonoBehaviour
{
private CharacterController controller;
private Animator anim;
private Vector3 moveDirection = Vector3.zero;

public float gravity = 20.0f;
public float jumpForce = 10.0f;
public float speed = 50.0f;
public float turnSpeed = 50.0f;
public float throwForce = 10.0f;

public GameObject runFacevar;
public GameObject jumpFacevar;
public GameObject idleFacevar;
public GameObject Yoyovar;
public GameObject stinkBombPrefab;
public Transform throwLocation;

private bool isAttacking = false;

// Start is called before the first frame update
void Start()
{
    controller = GetComponent<CharacterController>();
    anim = gameObject.GetComponentInChildren<Animator>();

    runFacevar = GameObject.Find("/Eddy_idle 1/Armature.001/Root bone/Spine 1/Spine 2/Neck/GEOfacerun");
    jumpFacevar = GameObject.Find("/Eddy_idle 1/Armature.001/Root bone/Spine 1/Spine 2/Neck/GEOfacejump");
    idleFacevar = GameObject.Find("/Eddy_idle 1/Armature.001/Root bone/Spine 1/Spine 2/Neck/GEOfaceidle");
    Yoyovar = GameObject.Find("/Eddy_idle 1/Armature.001/Root bone/Spine 1/Spine 2/Left Arm 1/Left Arm 2/Left Hand/Eddy yoyo");
    stinkBombPrefab = GameObject.Find("Eddy_idle 1/Armature.001/Root bone/Spine 1/Spine 2/Right Arm 1/Right Arm 2/Right Hand/Stink bomb");
}

// Update is called once per frame
void Update()
{
    if (controller.isGrounded && Input.GetKey("up"))
    {
        anim.SetInteger("AnimPar", 1);
        moveDirection = transform.forward * Input.GetAxis("Vertical") * speed;
        float turn = Input.GetAxis("Horizontal");
        transform.Rotate(0, turn * turnSpeed * Time.deltaTime, 0);

        runFacevar.SetActive(true);
        idleFacevar.SetActive(false);
        jumpFacevar.SetActive(false);

    }
    else if (controller.isGrounded)
    {
        anim.SetInteger("AnimPar", 0);
        moveDirection = transform.forward * Input.GetAxis("Vertical") * 0;
        float turn = Input.GetAxis("Horizontal");
        transform.Rotate(0, turn * turnSpeed * Time.deltaTime, 0);

        runFacevar.SetActive(false);
        idleFacevar.SetActive(true);
        jumpFacevar.SetActive(false);

    }

    if (Input.GetButtonDown("Jump") && controller.isGrounded)
    {
        anim.SetInteger("AnimPar", 2);
        moveDirection.y = jumpForce;

        runFacevar.SetActive(false);
        idleFacevar.SetActive(false);
        jumpFacevar.SetActive(true);

    }

    if (Input.GetKeyDown(KeyCode.X))
    {
        StartCoroutine("Attack");
    }
    if (Input.GetKeyDown(KeyCode.Z))
    {
        // Set the animation trigger to "throwing"
        anim.SetTrigger("Throwing");

       
    }



    controller.Move(moveDirection * Time.deltaTime);
    moveDirection.y -= gravity * Time.deltaTime;


}
private IEnumerator Attack()
{
    Yoyovar.SetActive(true);
    anim.SetTrigger("Attack");
    yield return new WaitForSeconds(.7f);
    Yoyovar.SetActive(false);
}

}