Unity 4.2 Character Customization iOS Issue

I have converted the Character Customization demo offered by Unity to work on mobile. Everything works fine on Android, but unfortunately when I create asset bundles targeting iPhone, I get the following error(s) when trying to run the scene:

[mecanim]: BindSkeleton: cannot find Transform ‘eyes’
UnityEngine.Object:Instantiate(Object)
CharacterGenerator:Generate() (at Assets/Plugins/CharacterGenerator.cs:250)
CharacterCreator:Update() (at Assets/Scripts/Player/CharacterCreator.cs:46)

Each and every asset within the character throws the same BindSkeleton error. To repeat, this does NOT happen when I create the asset bundles targeting Android (or, obviously, WebPlayer or another platform).

If anyone has any idea what could be wrong, I would greatly appreciate it.

To note, I’m using the following code block in place of the default BuildAssetBundle code:

// Designate our proper build target depending on our selected platform (DEFAULT = WEBPLAYER)
			BuildTarget target = BuildTarget.WebPlayer;			
			#if UNITY_ANDROID
			target = BuildTarget.Android;		
			#endif			
			#if UNITY_IPHONE
			target = BuildTarget.iPhone;
			#endif
			
            BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies, target);

To note, after the BindSkeleton calls seem to fail, I get this error message every frame:

MissingComponentException: There is no ‘Animation’ attached to the “female” game object, but a script is trying to access it.
You probably need to add a Animation to the game object “female”. Or your script needs to check if the component is attached before using it.
CharacterCreator.OnGUI () (at Assets/Scripts/Player/CharacterCreator.cs:90)

If anyone is interested, the issue was with the actual FBX files. In transferring them between projects it somehow broke their animation linkages. Running great on iOS and Android now!

Although if anyone comes across this, in order to get it to properly access the asset bundle from the StreamingData folder I had to modify the suggested syntax on the Unity help docs like so:

path = Application.dataPath + “/Raw”; → path = “file://” + Application.dataPath + “/Raw”;