Sharing knowledge isn't that much a humanity thing. It's the key to improve common and also my personal knowledge. You can't imagine the amount the requests in this and other forums pushed my knowledge. Each question (might be basic or advanced) makes me think about tasks never coming up in my personal mind. Ones personal ways to do something is a scissor in ones head. Different points of view open ones personal mind. Well, one needs to invest time but hiding knowledge (doesn't matter which kind of knowledge) is dropping the common sense to a medieval way when an alchemist was cooking his personal soup.
(ok: somehow off topic)
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now:
Think about a texture as a wallpaper glued to a wall (the geometry). You need to cut the paper to fit to a certain wall and glue it onto it. The walls of a room are pretty simple: a standard room owns 4 rectangular walls . Now on a mesh a "wall" is equal to a triangle: You need to cut the paper to (maybe thousands or millions of) triangles to glue it on the "walls". Ok - if you find the time that's no big issue: Simply measure the room of thousand walls and cut it from the paper so the edge of snippetX glued to wallX fits to snippetY glued to wallY. That's the magic texturing does.
Now you may pull off the paper and glue a different image onto the geometry using the same cutting pattern. You'll notice soon that the relation geometry/image may be different. A different face image might have a different distance of the eyes. A different expression of the same face might draw the mouth differently:
If you glue another paper to the same walls using the same pattern of cuts will never give a "right" result.
So you need to calculate a different cutting pattern for the new image ( a new texture atlas).... this is not at all trivial image processing as one needs to find fitting shapes in the images (e.g. find the corresponding pixels of wrinkles) . MM doesn't do this and I don't know any tool doing something like this straight forward (well, there are tools where you can project a 2D image onto a mesh by hand, other attempts convert different geometries to a common tessellation (morph targets)... one can do awesome stuff using those tools, but it's not that simple).
Sorry for being that verbose. Think, state of contemporary art is to weld textured meshes and so keeping their individual textures precisely . MM does it for free - and this isn't, not at all, a low budget feature.