Is there any way to replace animation clip in a AnimationClipPlayable?

For example, I have 100 characters each of that has an animator attached to it. I want to play an animation on these 100 characters concurrently. So I load one animation and create the AnimationClipPlayable and then connect it to the graph for each character. I find framerate drops immediately. After profiling, I find that the connection to the graphs for these 100 characters takes a lot of time because the animators rebuild the internal data which costs a lot of time for these 100 characters.
When I am profiling it, I find that in the animator’s animation graph, the animations are not all connected to the graph.


This is the screenshot of the animator from Animation Graph Visualizer. If the character is walking we can see that the animations are all set in the AnimationClipPlayables.

If the character is not moving, I can see that the animations are removed from the AnimationClipPlayables. But these playables are still connected in the graph.
Here (无动画) means it is an empty AnimationClipPlayable. So I wonder is there a way to remove and replace an animation clip from AnimationClipPlayable? If I can do that, I don’t have to frequently connect new playables to the graph.

Animator Controllers are probably using something internal that we don’t have access to because I’ve never seen a method to do that and it doesn’t let you construct a clip playable with a null clip.

Alright, thank you for replying.