Apollo wrote:Set your snaps toggle to 3 and Midpoint.
Thanks, I'll try that next time.
I eventually managed to do it another way, which actually made things a LOT easier and resulted in a better animation, but it required having two bones per flap, using an IK solver for each flap and making them the child of a dummy cube. Once the cube was animated (which controlled the rotation of the bones in relation to the centre of the engine, regardless of their pivot point), I then baked that animation down into the bones. Dead simple really, and it means I only have to move one object to animate all five flaps per engine.
Only thing I WISH I'd realised before, is that you CANNOT clone bones, then give them a negative scale to mirror them. It gives you all sorts of screwy results down the line. The 'Bone Tools' dialog has a 'Mirror Bones' function, so make sure to use that if you want to copy-paste bones from one side of a model to the other.