matrixTransformer (bug?) - rotateAroundExternalPoint

I think there is a bug with the matrixTransformer. I´ve posted code below to illustrate my problem. I was trying to rotate objects about a point and i realized that its not rotating around the correct point. Maybe i´m making a stupid mistake or maybe its a bug… any ideas?

thanks alot, brook
ps - i tried using “rotateAroundInternalPoint” and that didn´t work either.

--------------------- the code -------------------------------

import fl.motion.MatrixTransformer;
// “centerX, centerY” gives the center of the system and “Radius” gives the radius
var centerX:Number = 100;
var centerY:Number = 100;
var Radius:Number = 15;
// this is just a refrence dot so you can see how its messing up
var center:Sprite = new Sprite();
center.graphics.beginFill(0);
center.graphics.drawCircle(centerX,centerY,5);
center.graphics.endFill();
addChild(center);
// here i draw the dots, then call the function to rotate them
var container:Sprite = new Sprite();
addChild(container);
var waitTimer:Timer = new Timer(100 ,11);
waitTimer.addEventListener(TimerEvent.TIMER,count);
waitTimer.addEventListener(TimerEvent.TIMER_COMPLETE,rotate);
waitTimer.start();
function count(e:TimerEvent):void {
var theta:Number = 2 * Math.PI * (e.target.currentCount-1) / 10;
var dotX:Number = centerX + Radius * Math.sin(theta+Math.PI);
var dotY:Number = centerY + Radius * Math.cos(theta+Math.PI);
var tmp:Sprite = new Sprite;
tmp.graphics.beginFill(0);
tmp.graphics.drawCircle(dotX,dotY,2);
tmp.graphics.endFill();
container.addChild(tmp);
}
// this is the timer that calls the rotation
function rotate(e:TimerEvent):void {
var rotTimer:Timer = new Timer(5,5000);
rotTimer.addEventListener(TimerEvent.TIMER,rotProg);
rotTimer.start();
}
// finally… i call matrixTransformer - you can see it doesn’t rotate around the center
function rotProg(e:TimerEvent):void {
var tMatrix:Matrix = container.transform.matrix;
MatrixTransformer.rotateAroundExternalPoint(tMatrix,centerX,centerY,- 1);
container.transform.matrix = tMatrix;
}