Deactivating and reactivating skel prim doesn't bring back animations

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.

Repro steps:

  • open HumanFemale.walk.usd in usd view
  • scrub the timeline and notice the animations are working
  • deactivate /HumanFemale_Group/Rig/Skel prim (right click > deactivate)
  • reactivate /HumanFemale_Group/Rig/Skel prim (right click > activate)
  • Scrub the timeline again, animations no longer work

Expected results: I expected the animations to go back to work once the prim has been reactivated.

Am I wrong to assume that toggling the prim’s active state should bring back the stage to how it was before?

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?

Thank you, spiff…
Indeed toggling the active state of the skel root brought the animation back.
Here’s the link to the issue created: Deactivating and reactivating skel prim doesn't bring back animations · Issue #2654 · PixarAnimationStudios/OpenUSD · GitHub