It takes me a lot of time learning this 3D stuff. It is fun, but not very productive.
Unfortunately there are no examples on most of the library functions. There are some showcase examples that I ported to Stencyl but things like camera movements, lighting, animations and ‘regular’ gaming mechanics are hard to find.
There seems to be a ton of methods/shader possibilities but many of them need specific ways to call / use them. Or, I still need to figure out what the underlying methodology is.
@Merrak: I still don’t have a satisfactionary fog method working; although Away3D seems to support several shadow methods.
Some lighting effects only work on Directional Lighting

One Fog method that looked fine works on Directional Lighting!
The flash-light effect (PointLight) that I’m using for the maze game doesn’t seem to support this.
@ChristianEs :
Most of the work I’m trying to do is to mix/match the 3D stuff with the 2D way of Stencyl
For instance the Maze Game works with tiles and actors. So the collision detection and positional display of the actors are the foundation of the game.
I’m trying to use the Away3D library to display the 2D stuff in a 3D view. So I played around with lots of camera rotation/placements.
Take for instance the Maze Grid:

Those are ‘just’ tiles from Stencyl. The target objects (BeachBalls) are actors on that grid and the player is also an actor. And even the spotlight (flash-light) is an actor that is moved when the player moves. Afterwards I hide the actors and tiles.
What I do is to create an actor and bind the 3D object to the actor using this block:

When the actor is moved the extension will make sure that the position of the 3D object will reflect the position of its actor.
I will need to do a lot of experiments with this, because I think only a limited number of game-mechanics will be able to support this method.
But for now using the actor properties combined with the 3D functions gives (in my opinion) a nice ‘stencyl-way’ of doing things:
Rotating Beach Ball:

Hopefully the learning experience for extension-users will not be as hard as what I need to go through to make the extension .. we will see
I’m currently making a demo game with most of the core blocks/functionality in separate scenes, with separate behaviors, so hopefully it will be easy to learn / use the different parts of the engine.
And to conclude: ‘I am a proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.’
But I can’t resist doing them!