Mesh Collider Does not rotate with Mesh

The Mesh collider I assigned does not rotate with the mesh during animation.

Here is a picture before animation has been played showing the collider is placed properly.

As shown in the picture, the mesh collider is assigned to the deltoid, which is a child of a larger game object (YogaCharacter). From what I have researched Online this may pose a problem since the mesh’s transform and rotation is based on its parent, which at least in my case causes a problem with the collider. I have tried replacing with a box collider to test if a simpler collider would rotate, but no cigar. How can I fix this problem?

EDIT:
I imported the mesh and the animation from Maya. I feel like that must be part of the problem. If I create a sphere in unity, create an animation for that sphere. and make the sphere a child of a gameobject everything works fine!

I figured out a simple solution to get it to work. I moved the mesh to be a child of it’s counterpart in the character Rig.

I realized that if it is a child of the Rig, the mesh Collider will inherit the Rotation of the Rig Animation. This is a very tedious process since I have hundreds of bones and muscle objects. Does Anyone know a faster route?

Add colliders on joints. It worked for me. Definitely not mesh colliders , you can use box , capsule or any other collider that is appropriate .