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skip object on animation reset if it is null
after a recent change where we validate objects when we create an animation, if those objects are not valid, they get removed. But animation_reset_factory was assuming they would never be nullptrs. This checks whether the object exists, similar to how keyed_objects operate when applying an animation. Diffs= 3c0cc1f329 skip object on animation reset if it is null (#8670)
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