cycle renderer with multiple textures on single mesh I have a mesh body, an avatar,  with a  skin texture and a shirt texture on top of the shirt.  Using blender renderer it works perfectly, Using cycles it does not.  the skin texture is fed into one input of a mix shader, the other input gets the shirt texture with one link to the color input and the other to the alpha input.
When I hi-light image texture input with the skin the shirt dissapears completely,  when I hi-light the shirt input the shirt appears and the skin turns black.
Here is a link to the blend file 
 http://pasteall.org/blend/index.php?id=50999﻿

The "standard" answer says plug one texture into one input of mix shader, the other texture,the shirt into the other and the alpha of the  shirt into the alpha input on the mix shader.  Does not work :(

I've seen this question posted before and the answers don't work for me.

Following is screen capture showing shaders and render viewport.


I'm using Blender v2.79.6 from 2019-01-14.
Halp :)
You have quite a few problems here, you should probably watch some basic cycles material tutorials. You appear to have misread some stuff about alpha blending, it is not how you would achieve what you are trying to do.

The way to do this would be to assign one material to the shirt (using the shirt texture) and a whole different material to the skin. As they are separate meshes this should be fairly easily.

Another problem I have noticed is that you are plugging colour data (the yellow node connections) into shader data (the green ones). While cycles will try and make sense of this, generally if you are plugging connections between different coloured sockets, then something isn't quite right. In this case you want the put a shader node (Like a diffuse BSDF) in between the texture and the mix shader or output(if you get rid of the mix shader).