This activity is supported in AECM with a generalized edit-node function to which one passes a node name and pairs of node attributes and values. As per normal for animation tools, animating nodes and their attributes involves setting keyframes and attributes for those keyframes. Then one makes keyframes for that controller, thereby creating a bezier data curve that controls the position of the box over time. AECM provides a core set of such converters, though if one knows the needed MaxScript string one can simply insert that instead of using a converter. The choice is up to the user.
Modifiers are special tools for altering nodes.
In AECM, one uses the add-modifier command to apply a modifier of the desired type and name. This demonstrates again the AECM is not a substitute for understanding the workings of the MaxScript language. All AECM commands are queued in the order in which they are executed in the LISP code. This means that some thought must be given to how one orders the code. However, as long as nodes are created before any edits that reference those nodes, things will work fine.