It was perfectly clear to me on first question.
answer is same too: yes
in my example “m” equals a variable mesh that could be any of the meshes that you want. This applys to any IAsset element that was finalized during parsing.
But you need to use a synthax that is correct for the engine.
m.pipeline1.alpha is what you would do in a flash traditional displaylist context.
As said above, you need to ask the library the object by its id (the mesh “pipeline1”) sinds you know it.
so var myPipe:Mesh = AssetLibrary.getAsset(“pipeline1”);
if you want alter its color or alpha, you need to access the material. a mesh is nothing more than a bunch of numbers defining a geometry in space.
ColorMaterial(myPipe.material).color = 0xFF0000;
would change the color that was stored in awd file by a red color.
You can change all variable that are not specific to ColorMaterial but just doing myPipe.Material.varname = value;
If you need to change properties that are of TextureMaterial type, cast to this type…
I recommand you spend a few hours playing with our examples. You will learn how to access data, and more important for your case, how to define/update materials.
and of course, you may find some answers in here.
http://www.away3d.com/documentation