I don't think that's feasible, at the moment. What I'd imagine you'd have to do would be to add a CLR0 file for every subaction in the MotionEtc of the character who your character is ported over. And even then, you probably wouldn't be able to recolor it exactly the same way, since G&W's colors are different frames in the animation, so it would just play like a normal animation rather than swap out depending on the color slot that gets chosen. Doesn't sound worth messing around with, I think you might be better off just recoloring it like normal. /:
Cool idea, though. Porting the character over G&W would definitely work, though.
What does the MotionEtc have anything to do with it? There isn't anything in GW's MotionEct that influences his coloration (Dark and Spycloak aside). It's all in GW's Fit00.
And yes, there is a different frame for each color, and I've countered that by reducing it to only a single frame.
The problem is that the materials won't read from the Animation Data at all. I've given the AD BRRES the same FileId number as the Model Data BRRES (-1), and matched the names of each Color Sequence to their respective materials. All the materials and shaders I'm using are from GW.
...Anyway, this is probably getting to the point where it goes beyond the thread's topic. I could just apply the materials to simple textures, but I want to see how far I can get with the animation data. If I still can't figure that out later, I'll post a thread in one of the help sections. Feel free to PM me if you have any more info on how GW's coloration works, though.
Also, porting him over Ness, because if I replace Games, I would go all-out—and that is a loooooot of objects to swap out with original models. That's a hive I'll save to knock down for another day.