No "Color" property on skinned mesh renderer

Hi everyone, I have a model I’ve imported from blender. it is automatically imported with the “Skinned Mesh Renderer” component. in a tutorial I am going through, I need to change the color of one of that model through code. the problem is, I get this error, and the color remains the same

Material doesn't have a color property '_Color'
UnityEngine.Material:GetColor(String)
Chest:Start() (at Assets/Scripts/Chest.cs:26)

In the tutorial he tutor is using the exact same script, but it works for him, basically it just needs to tint the model yellow.

here is my code:

using UnityEngine;
using System.Collections;

public class Chest : MonoBehaviour {
	public enum State {
		open,
		close,
		inbetween
	}
	public AudioClip openSound;
	public AudioClip closeSound;
	
	public GameObject[] parts;
	private Color[] _defaultColors;
	
	public State _state;
	
	// Use this for initialization
	void Start () {
		_state = Chest.State.close;
		
		_defaultColors = new Color[parts.Length];
		
		if (parts.Length > 0){
			for(int cnt = 0; cnt < _defaultColors.Length; cnt++){
				_defaultColors[cnt]	= parts[cnt].renderer.material.GetColor("_Color");
			}
		}
	}
	
	public void OnMouseEnter() {
		Debug.Log("enter");
		HighLight(true);
	}
	public void OnMouseExit() {
		Debug.Log("exit");
		HighLight(false);
	}
	public void OnMouseUp() {
		Debug.Log("Up");
		switch(_state){
		case State.open:
			_state = Chest.State.inbetween;
			StartCoroutine("Close");
			break;
		case State.close:
			_state = Chest.State.inbetween;
			StartCoroutine("Open");
			break;
		}
//		if (_state == Chest.State.close){
//			Open ();
//		}
//		else{
//			Close();
//		}
	}
	
	private IEnumerator Open(){
		animation.Play("Open");
		
		audio.PlayOneShot(openSound);
		yield return new WaitForSeconds(animation["Open"].length);
		_state = Chest.State.open;
	}
	private IEnumerator Close(){
		animation.Play("Close");
		
		audio.PlayOneShot(closeSound);
		yield return new WaitForSeconds(animation["Close"].length);
		_state = Chest.State.close;
	}
	
	private void HighLight(bool glow){
		if(glow) {
			if (parts.Length > 0){
				for(int cnt = 0; cnt < _defaultColors.Length; cnt++){
					parts[cnt].renderer.material.SetColor("_Color", Color.yellow);
				}
			}
		}
		else {
			if (parts.Length > 0){
				for(int cnt = 0; cnt < _defaultColors.Length; cnt++){
					parts[cnt].renderer.material.SetColor("_Color", _defaultColors[cnt]);
				}
			}
		}
	}
}

Here is how wit appears in the editor;

[7386-color+problems.jpg|7386]

I realise that there is no color poperty in it’s mesh renderer, but the person who hosted the tutorial had it, and I’m not sure why I don’t. I’m using unity 4.x and I created my models in blender.

It’s shader that matters here, not the script. I see from your pic that you’re using the built-in transparent cutout, which doesn’t have a property color :

// Unlit alpha-cutout shader.
// - no lighting
// - no lightmap support
// - no per-material color

Shader "Unlit/Transparent Cutout" {
	Properties {
		_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
		_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
	}

	SubShader {
		Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
		LOD 100
		
		Pass {
			Lighting Off
			Alphatest Greater [_Cutoff]
			SetTexture [_MainTex] { combine texture } 
		}
	}
}

(Shader found here)

Use a different shader if you want to change the color, or modify that shader.