I have a model (character) with a skinned mesh renderer with a bump diffuse shader applied (the material has two textures). I am trying to access the alpha color-component of the material (.a) but when I change the value it is not working (the alpha value seems the same).
It worked well with a simple material (one texture) in a sprite type of object (a two polygon plane).
Are you trying to make your skinned mesh renderer transparent? If so, you should be using the Transparent/Bumped Diffuse shader, which uses alpha for transparency. The regular Bumped Diffuse shader just writes alpha to the screen buffer, which does not affect its blending.
Thanks,Daniel.