Yes, there are very few LUA commands to control the actual texture of the flat 'quad' decal model right now, but as the application of such control is vast, this is something that will likely happen once we get some community momentum behind the idea. There are many techniques for this, but the one I would choose is a texture atlas which subdivides the animations for one or two actions, and then use 'texture slices' (texture volumes) to load up the texture 'block' with more animation sets for extra actions, which can then be switched to without too much memory overhead. Texture volumes are treated as one texture and can be thought of as a box with many slides contained in them, and those slides can be indexed instantly and rendered to the screen. Would be a great feature for other things such as TV monitors and screens, shimmering portals, fixed dynamic reflections and perhaps the most exciting, changing the clothing of characters and surface texture of entities to transform them in game without resorting to switching in a second entity.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM