One trick I found from rigging models in gem, is to create a small
sphere at the location of the pivot and then parent the geometry into
that. Then if you rotate the sphere it is rotate its child geos.
For
the helicopter blade you don't need to do this, as long as the pivot
is in the center of the blade and not the tip. But for an a leg or arm
the proxy geo-pivot can be very useful for creating animate-able
hierarchies.
for the alias face, you probably want to use blend shapes for
any complicated type of facial animation. You could do some basic
things with animating eyes, eye-brows, and lips. Now you know why they
use video clips in video-games, to show character detail between levels.