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Blender to Unity faulty Skinned Mesh Renderer.

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I am creating assets for a cell phone game, and have characters that are made of individual meshes parented to armature joints in blender. I did this to avoid using skinned mesh renderer and use normal mesh renderers instead. Unfortunately, Unity disregards the hierarchy and applies a skinned mesh renderer to EACH mesh parented to a joint when I drag the file into Unity. This is the exact opposite of what I had intended. There are no armature modifiers or vertex weights in the .blend file. Any ideas on how to stop Unity from trying to rig my characters?

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