This is actually pretty easy to do, at least in Maya
. If you need to morph a texture in sync with object's morphing or deformation, use the Blend Color utility node. Load your source texture in Txt1, target texture in Txt2, and connect the Blender attribute to the deformation/morphing/custom attribute via the Set Driven Key. Finally, drop the Blend node into whatever material channel you want to morph. Voila - complete automation.
I used this setup to activate wrinkles on the dress of a character. As the character would bend its limbs or torso, the Blend node would kick in a "wrinkle" bump map and a bit of diffuse map to punctuate shadows. There were only two maps per set - a normal "undistorted" map, and the same map with wrinkles painted on it.
Even more sophisticated setup can be achieved with Layered Shaders.
If you want to "invest" your time in actual texture morphing (with setting up anchor points and stuff