Animating multiple objects along a path is not there as out of box functionality. But is very easy to be achieved.
You simply need to make a PathAnimator once. instead of using it as the drive of a unique entity, simply ask it to return you the positions.
For instance, public function getPositionOnPath( t:Number, out:Vector3D):Vector3D
so say you have 2 spheres, one would say “myprogress += myincrease”, sphere1.position = getPositionOnPath(myprogress); while this other would have its own increase as well.
Note the second parameter. to prevent a return of a new instance Vector3D, simply declare a class _holderPosition:Vector3D = new Vector3D
then reuse for every call & every object, getPositionOnPath(myprogress, _holderPosition);
If you think in terms of duration, use then public function getPositionOnPathMS( ms:Number, duration:Number, out:Vector3D):Vector3D
if you use a complex path, composed of many segments, you might want to check on which segment you are, use then a methods such as getTimeSegment. Ideal to trigger sound or location specific events.
All these methods are accessible with no need of having multiple PathAnimator instances.