As the title suggest. On a stage with skel animation, deactivating the Skeleton prim stops the skinned mesh to animate, which makes sense.
The problem is that if one reactivate the prim, the animation doesn’t come back.
You are not wrong! However, “recovering” is much trickier than invalidating, especially in Hydra 1, and this scenario is particularly subtle, and one that doesn’t come up in our workflows, so I’m not surprised it doesn’t work. Can you please file a GitHub issue for it? If you need a workflow workaround, you might try deactivating and then reactivating the SkelRoot prim?