Hey guys! I am making a game where I need humanoid characters to do two animations at once, walk/run/idle (mostly lower body) and wave/attack/etc (upper body and specific bones). I solved this by using two layers a lower body and upper body layer with an Avatar Mask. But I don't want some upper body animations to completely override the upperbody, for example if I have a character that waves with their right hand, I want the other hand to not get overridden (there are multiple more specific cases). And I also don't want to create so many avatar masks to make my animators more complicated. I found out you can create an avatar mask per animation clip. It only seems to be documented in this video and these docs. But when I use it, it doesn't mask at all, the body parts excluded from the mask just do the classic Unity Fetus Position. Am I using the per clip avatar masks wrong?