Slight issue with KeyframeReached

Hello I’m trying to make a system where if the player equips a tool it will do the equip animation then switch to the idle animation right after, but for some reason KeyframeReached does not work, and i cant figure out why, i looked at the documentaion about AnimationTrack but doesnt seem like anything is wrong with it in my perspective, does anyone know what i should do?


anim.Equip = function(char)
	StopAnims()
	
	local hum = char:WaitForChild('Humanoid')
	local animator = hum:WaitForChild('Animator')
	
	IdleAnima = animator:LoadAnimation(IdleAnimation)
	EquipAnima = animator:LoadAnimation(EquipAnimation)
	EquipAnima:Play()
	
	EquipAnima.KeyframeReached:Connect(function(kf)
		print('IM IN')
		if kf == 'Equipped' then
			print('IM IN2')
			IdleAnima:Play()
		end
	end)
	
end

There should be a print statement twice, but it doesnt print at all if it helps…
https://gyazo.com/342ecd10c02419f31f096bfb5e1c2654

Have you renamed the KeyFrame? It should appears like that with the name of it on the Animation Editor when you renamed it. Btw, at the current time AnimationTrack.KeyframeReached doesnt seems to trigger on keyframes named Keyframe
image