I think your main issue is that the rotating parts of the chopper are a part of the main body.
to make everything easier, separate the heckrotor and the rotor from the main chopper so you have 3 separate objects.
The bones take care of keeping everything together.
From there you can do a 2 keyframe animation for the rotation.
When you're in the graph editor, you can linerize the graph to get a constant rotation.
I'll do a quick video on it so you can try it for yourself.
This video link should be live in a few hours. Just keep trying if it isn't - I'm uploading it now.
https://youtu.be/BXwSKP8LSAMIn the video you'll see a few main steps.
1) deleting the existing armature (sorry)
2) duplicating the helicopter object two times
--- Deleting the body and top rotor (rotor_rear)
--- Deleting the body and rear rotor (rotor_top)
--- Deleting the rotors (body)
--- You'll note i'm selecting & deselecting the existing vertex groups
3) rotating the helicopter to lie as close as i can to the XYZ axis - trust me when I say it makes animating easier
4) creating a new armature
--- create main body bone
--- create top rotor bone, parent to the main body bone
--- create rear rotor bone, parent to the main body bone
5) parent helicopter parts to the correct bones
6) open the dope sheet and animate
--- you'll see me struggle with this in the video since i'm not an expert with it haha
--- on the graph sheet, once you create 2 keyframes, it draws a line between them. this line defaults to a smooth falloff.. Normally great for regular animations, bad for constant speed rotations
--- I modify the tangent angles of the start and end keyframes to make a linear path between keyframes (There's probably a better way to do this, but I don't know it, and this way has worked for me in the past)
7) I played with the animation framerate to smooth out the animation since we're only rotating 90 degrees over a few keyframes.
You'll have to define the same FPS in your QC file when you compile.Other things to note:
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You shouldn't do a complete 90 degree rotation because the start and end keyframe are in the same spot - which will display the rotor in the same spot twice. If you look close enough you can see this in the video.
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This is hokey, but we can get a smoother animation with some math: say you want 5 keyframes per 90 degrees.. that's 18 degrees per keyframe. so you want to rotate the rotor 90-18 for a total of 72 degrees.. So the next keyframe is actually 0, but since you have 4 rotors, it mimics the full 90 degree rotation.
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Hopefully you can follow along with the video for yourself and learn. Try it over the weekend and if you can't get it, I'll upload what I have and you can just animate the rear rotor.