Sure.
This is the current state with alpha fading in oUF_Diablo
Since I did not know about cropping of frames, to actually see the filling texture (that depletes on value change) I had to reduce the animation opacity on value change aswell. Otherwise you will always see the animation and not recognize that you are about to die or the like.
This is the new orb with the new technique:
No more alpha blending needed since I can crop an animation while keeping 100% opacity.
Additionally as another plus I can crop animated textures on the same run. Thus I can combine galaxy animations and animation models.
Another plus is that I can now add a spark texture (which I did) without it being ontop of the animation (that only fades out/in) and looking awkward.
Of course the background and overlay textures are just that. Textures. You can replace them with any other texture giving the orb a completly different look which is what I did with the Torchlight1 look-alike.