Unity’s animation system doesn’t work like that. You would need to create an Animator Controller, assign it to your model, create a state in it, assign your clip to the state, and then call anim.Play(“State Name”) in your script.
My animation system on the other hand does work like that. I just released an Open Beta of Animancer v3.0 the other day which includes detailed documentation with lots of new example scenes to demonstrate how to use it.