How do NOT animated an object when created?

I have some leaves on a tree that are animated when they fall but I don’t want them be animated when they’re just sitting there in the tree. I’ve had this issue with so many game object. I tried unchecking “always animate” but it still starts out animated. Do I have to make an animation state with 2 sprites that are the same as the default sprite? That seems a little inefficient.

public class LeafFall : MonoBehaviour {

bool falling = false;
float fallSpeed = .5f;
float LR_Alternate_Speed = 5f;
Animator FallAnim;
bool LR_fall;

//Starts the fall at Invoked time
void time_to_fall()
{
    falling = true;
}
//I have a catcher under the tree for the leaves to land on.
void OnCollisionEnter2D()
{
    falling = false;
    FallAnim.SetBool("Fall", false);
}

//Decides whether the leaf will drifet left or right(alternates back n forth as it falls) 
void fall_LR_Displacement()
{
    if (LR_fall)
    {
        LR_fall = false;
    }
    else
    {
        LR_fall = true;
    }
}

//Invokes when the leaf will fall and sets the left/right drfit.
void Start () {
    Invoke("time_to_fall", Random.Range(1f,333f));
    FallAnim = GetComponent<Animator>();
    InvokeRepeating("fall_LR_Displacement", 1, 1);
}


void Update () {
    if (falling)
    {
        transform.Translate(-Vector3.up * Time.deltaTime * fallSpeed);
        //this for the animation. It starts out in an animation state which is just the same 
        // two spites to make it look like it's not animated. This is all I have in my code concerning animations.
        FallAnim.SetBool("Fall", true);
        if (LR_fall)
        {
            transform.Translate(Vector3.right * Time.deltaTime);
        }
        else
        {
            transform.Translate(-Vector3.right * Time.deltaTime);
        }
     
        
    }
}

}