Quote: "I have wondered for awhile, does it matter what bit version I use of blender 32/64 bit? "
No, that only applies to binary executables, media files are xBit independent.
Quote: "I just found out the the object doesn't have any bones with the following code."
ok i see what your trying to do, its a static object with no animations right, but uses multiple textures??
if that is the case the answer is simple, just export each object on its own depending on what texture it uses and load them into agk stacked (one on top of the other)
in blender hit shift+c to center the cursor, right click each model part and set origin>>3d cursor and group them into texture sets when you export, AppGameKit will use this origin point and place it at 0,0,0, pick one object (probably the pitch) and fix the rest of the bits to it with FixObjectToObject, now you only need to move the pitch and everything follows ....
or, the slightly more complex way but also the recommended way, for each object create another UVMap, unwrap and bake to a single texture
The How:
Bookmark this guy, he knows his stuff in blender and I learned bucket loads from him