Hello marc_256!
(First of all, your program looks very professional, opinion based not on this image, but on overall what I saw in the past.

)
Regarding the question. Nomally Entity rotations are based on the created mesh origo (0,0 vertice position). I mean if your dimensions for the mesh vertices positioned -10 to +10 then it is centered. If your vertices are +10 -+20, then it would still rotate around the origo. I know that you are good in 3d math, I'm not that much. For me translating the coordinates would be a lot of manual computation.
pb+Ogre offers nodes and joints though, and entities can be attached to them. Those can be animated.
As I'm always thinking about games when looking for solutions, I would use those.
Theres also a skeleton library with manually built bones. You don't have to bend your vertices with them. You can assign all of a robot part fully to a bone with weight 1 to make it rigid.
Those would reduce the needed computations for even a mere mortal like me to use it.