if an imported object has a material applied to it
in the file, then you can't change the texture at run time with DBP, its just one of those things. however, if you remove all material data from your model, before export, you'll be able to change them as much as you like in dbp.
the traditional way to animate textures has always to make a very wide image, thats say 10 times as long as it is high, you then put frames of your animation in sequence (ten frames in this case) then you stretch and move that texture on your model, so that your model shows only one frame of the animation. you then move the texture along on the model each loop by the width of each frame.
i made this with DBC years ago its pretty dire, and i have no idea if it would work in pro, but have a look and see what i mean. it could save you a bit of processing time for short animations over the animation to image command.
I don't have a sig, live with it.