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.
HumanFemale.walk.usdin usd view
- scrub the timeline and notice the animations are working
/HumanFemale_Group/Rig/Skelprim (right click > deactivate)
/HumanFemale_Group/Rig/Skelprim (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?