Enemy not following player.

If you’ve seen my previous answer, this is sort of a followup on a different subject. I have a character (enemy) made in Blender and exported each individual mesh into a separate .obj file. after doing this, the enemy no longer follows the player. Here is my script:

using UnityEngine;
using System.Collections;

public class ExperimentalEnemy : MonoBehaviour {

		public Transform target; 
		public int moveSpeed; 
		public int rotationSpeed; 
		public float noChaseRange = 50f;
		public int HitBoxRadius;
		public ExperimentalDeath Damage;
		public float Health = 10f;
		private Transform myTransform;
		public GameObject Char;
		public Animator EnemyAnim;
		public GameObject Poof;
		public bool isDead;
		void Awake() {
			myTransform = transform;
		}
		
		// Use this for initialization
		void Start () {
			GameObject go = GameObject.FindGameObjectWithTag("Player");
			
			target = go.transform;

			isDead = false;

			Char = GameObject.FindGameObjectWithTag("Player");

			HitBoxRadius = 4;

			


		//Reference to DamageChar from the ExperimentalDeath.cs script
		Component Damage = Char.GetComponent<ExperimentalDeath>();

	}
	
	// Update is called once per frame
		void Update () {
			if (Health < 0.1) {	

				isDead = true;

				EnemyDie ();
			}
			Debug.DrawLine(target.position, myTransform.position, Color.blue);

			if (isDead == true){

				Health = 0F;

				Destroy (collider);

				if(Random.Range(0f, 20f)< 1){

					Instantiate (Poof, transform.position, transform.rotation);

				}

			}
			
			if (isDead != true){

				//Look at target


				transform.LookAt(target.position);


				if(Vector3.Distance(target.position, myTransform.position) > noChaseRange) {
					//Move towards target	

					myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
				}
				
				if(Vector3.Distance(target.position, myTransform.position) < HitBoxRadius) {
					Damage.DamageChar(Random.Range(0.01F, 0.2F));
					Debug.Log ("Is Damaging " + Char);
				}
			}

		}
 
	public void EnemyDamage (float amount) {
		Health -= amount;
	}

	public void EnemyDie () {

		//if(Random.Range(0f, 10f)< 1){
		//}
			Destroy (gameObject, 2F);
			EnemyAnim.SetBool ("Die", true);
	}

	void OnTriggerEnter (Collider other){
		if (other.gameObject == GameObject.FindGameObjectWithTag ("Bullet")){
			Destroy (other, 0.1F);
			EnemyDamage(Random.Range(0.1F, 0.2F));
		}
	}

}

you can create a single parent for all the meshes and use the:
transform.position=Vector3.MoveTowards(transform.position,target.position, speed);

i Fixed it! (yayyy!!!) to fix it, i duplicated the empty that all the meshes are parented to and has all the components, and i parented it to the duplicate. for the one parented to the duplicate, remove every component but the animator, and the root one, keep everything but the animator. i still have one problem; the blootSplatter object and Poof object don’t appear. (can i post this as an answer, BTW?)