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The "Blend" setting can be used in the "stdMatAlphaBlendMode" line in the TXMT if you need transparency throughout the accessory, or for small areas with blending between transparency and opaque textures, but it does require the mesh to be layered properly or it starts bleeding through itself. Personally I tend to avoid the Blend setting for accessories, because it has a tendency to not look very good with more complicated meshes (looks best with flatter alpha meshes that don't loop too much in on themselves).
When I avoid the Blend setting and use transparency via the alpha instead (for accessories), the accessories are opaque in Bodyshop and CAS, but look fine on lots.
If the transparent parts can be separated out from the mesh, it is possible to add extra groups to an accessory via the PropertySet, the same way you'd add groups to clothes (but it's safest to let Bodyshop handle adding the resources).
Do make sure all the TXMTs are set to "SimStandardMaterial" in the "cMaterialDefinition" tab, or you get a whole heap of troubles. If set to "StandardMaterial", meshes usually look super shiny and as if they've turned inside out.