disabling animation for part of a skeleton

Say I have a human character with a typical skeleton and an animation that causes him to lift both of his arms over his head. What would be the easiest way to only have him lift one arm? Is there a simple way to just not apply the animation to the bones in one arm?

http://unity3d.com/support/documentation/ScriptReference/AnimationState.AddMixingTransform.html

Thanks. I had seen that, but I was hoping for something that was effectively the opposite of that. Basically, I would like to say “don’t apply animation to this bone or its children”. I can obviously descend the hierarchy myself and make a non-recursive call to AddMixingTransform() for every bone that I DO want animated, but I was hoping to avoid that. The lifting animation I referenced in my first post involves the character moving his legs and torso as well, so it isn’t as simple as saying:

animation[ “lift” ].AddMixingTransform( leftArm );

I figured out an acceptable way. Since I need to be able to switch between one and two arm lifting, and there’s no “RemoveMixingTransform”, I created a duplicate animation clip, manually set up its mixing transforms per bone, and then toggle between the two clips.