Instantiating prefab animator stays always in idle

I’m trying to instantiate a gameobject that has attached an animator to it [it is a character, based on user selection].
The problem I’m having is that the character will not move [animation, it will move on the terrain but not the animation]

It is staying always in idle mode
What I’m doing wrong or what should I do to make it work?

L.E: the code that I’m using is from starter assets and I’m instantiating inside geometry object

Code for instaintiate

character = Instantiate(CharacterName, new Vector3(0, 0, 0), Quaternion.identity);
character.transform.SetParent(Geometry.transform);

where CharacterName is a prefab and Geometry is the Geometry object from PlayerArmature

I founded the problem but I can’t solve it via code.
So … if from PlayerArmature I disable Animator component and then enable it it will work. But if I’m doing that form the code [e.g.: inside Start method] it is not working

Why?

No one no ideas?
So if I’m doing:

PlayerArmature.GetComponent<Animator>().enabled = false;
PlayerArmature.GetComponent<Animator>().enabled = true;

it is not working … but if manually I’m disabling and activating it will do the trick

No ideas? Can I give more information [what exactly]?

I’m still hoping here as unfortunatelly I didn’t founded a solution.
So what I’m having is unity asset starter with custom characters attached to the geometry game object from playerarmature.

The problem is that I instantiate the character from geometry game object [from unity starter assets] and the animation is not working in that case. If I manually, while the play button is on, I deactivate and reactivate the animator from playerarmature object the animation with start to work correctly.
If doing that from code, nothing happens

Wow … finally … problem solved … if someone else will have the same problem you need to rebind the animator
In my case

PlayerArmature.GetComponent<Animator>().Rebind();