Quote: "From what I recall with earlier attempts at this, character entities don't take too well to having their textures changed like that. BUT, it may have been fixed in one of the later updates, so it's worth a try."
That's right, Alt texttures don't work on characters.
If that was fixed, then please let me know before I start my workaround.
I am planning a mesh morph using a double mesh and trying to alter the size of the outer-mesh to cover or reveal the inner-mesh by scaling the outer-mesh up or down using 6 joints. (one for each direction)
I doubt that I can get it to work but I want to play around with it eventually anyway.
The Goal was an inner mesh textured to be almost invisible (like Predator) and then the outer mesh would have the normal skin.
The outer mesh would then be shrunk with the 6 joints making it go inside the inner mesh revealing the stealth technology.
Simply reposition the 6 joints to return the outmesh to its original size thus returning the normal looking texture and hiding the inner mesh.
Even if it works (which I doubt it will (assigning vertices to multiple joints)) then you would end up with double polycounts for the character.
The animations would need to be doubled as well since a second set would be necessary for the shrunk state animations.
The added strain would be okay for boss characters though.