I’m trying to drag and drop a MC on the stage onto a spinning circle, at which point the MC is duplicated and placed inside the circle (scope-wise) so that it spins with the circle.
But rather than ‘dropping’ at the spot where i released, since the circle is spinning, the MC (in this case a sqaure) gets placed where it would be if the circle’s rotation were at 0, not at the spot where i release. I thought globalToLocal would do the trick but i was wrong 
Is there some function for this or do I need to do some math to place the MC by calculating a formula with the _rotation? (I’m allergic to trig… :p)
Right now my code looks like:
square_mc.onPress = function(){
this.startDrag();
oriX = this._x; //original spot of square
oriY = this._y;
}
var counter = 0;
square_mc.onRelease = square_mc.onReleaseOutside = function(){
this.stopDrag();
if (disc_mc.hit_mc.hitTest(_root._xmouse,_root._ymouse,true)){
newAttachment = disc_mc.attachMovie("square","test"+counter,counter);
var posX = this._x - disc_mc._x;
var posY = this._y - disc_mc._y;
counter++;
}
this._x = oriX;
this._y = oriY;
}
Your help much appreciated!
–Hofuzz