I solved my problem (how can I change the topic to [SOLVED]...?) by running through all my meshes and saving temporary the min-max values of all meshes with sceneTransform.transformVecor. With this method I get the correct min-max values and can calculate the size of my object.
If someone does not get the expected result from boundingbox, here is my fast-written code (I know that the code could be shorter and more beautiful without all the “if-tags”):
var aitem:Mesh=null;
var minVector:Vector3D=new Vector3D(Infinity,Infinity,Infinity,1);
var maxVector:Vector3D=new Vector3D(-Infinity,-Infinity,-Infinity,1);
for (var i:Number=0;i<MyMeshArray.length;i++)
{
aitem=Mesh(MyMeshArray.getItemAt(i));
var v1:Vector3D=new Vector3D(0,0,0,0);
v1 = aitem.sceneTransform.transformVector(new Vector3D(aitem.minX, aitem.minY, aitem.minZ,1));
var v2:Vector3D=new Vector3D(0,0,0,0);
v2 = aitem.sceneTransform.transformVector(new Vector3D(aitem.maxX, aitem.maxY, aitem.maxZ,1));
if (v1.x>maxVector.x) {maxVector.x=v1.x;}
if (v1.y>maxVector.y) {maxVector.y=v1.y;}
if (v1.z>maxVector.z) {maxVector.z=v1.z;}
if (v1.x<minVector.x) {minVector.x=v1.x;}
if (v1.y<minVector.y) {minVector.y=v1.y;}
if (v1.z<minVector.z) {minVector.z=v1.z;}
if (v2.x>maxVector.x) {maxVector.x=v2.x;}
if (v2.y>maxVector.y) {maxVector.y=v2.y;}
if (v2.z>maxVector.z) {maxVector.z=v2.z;}
if (v2.x<minVector.x) {minVector.x=v2.x;}
if (v2.y<minVector.y) {minVector.y=v2.y;}
if (v2.z<minVector.z) {minVector.z=v2.z;}
}
MyNewWidth = maxVector.x-minVector.x;
MyNewHeight = maxVector.y-minVector.y;
MyNewDepth = maxVector.z-minVector.z;