Dont want to use "Layered Blend Per Bone" when standing still

There’s probably an easy way to do this but not able to figure it out…

Basically I have my AnimGraph set up so only the top half of my character swings when attacking using “TopHalf” Slot and “Layered Blend Per Bone” - so it works great when running and attacking.

However… if the player is standing still (velocity=0) I want the full body attack animation to play rather than just the top half.

I am not really able to branch and check for velocity in the animgraph so not sure the best way to bypass the “Layered Blend Per Bone” node when necessary. (or if theres a way to change the bone parameter where its split from Spine_01 to root)

Any ideas?

Blend per all the bones instead? (DefaultSlot|DefaultGroup). Also, wrong section.

You will have to add another state that will be transitioned to if the character’s velocity is 0. In that state you can get rid of the Layered Blend Per Bone node, but keep everything else the same.