In Spine, there isn't a direct feature like a "BoneMask" to selectively disable certain bones during animation mixing. However, you can achieve similar results by using separate animations or tracks for different parts of the skeleton. For example, you can have a running animation on one track and an attacking animation on another, and control which bones are affected by each animation. You can also use transform constraints to control how bones are influenced by different animations. Another approach is to create custom scripts in Unity to modify animations at runtime, such as removing certain timelines that affect specific bones. This can be complex, but it allows for more control over which parts of the skeleton are animated.