If you add a scene file you are indeed adding several nodes. If the scene file consists of a model, you are adding all (sub)meshes of this model as a separate node. If you doing a hittest on your scene you should get the mesh node that was hit by the intersection ray. If you want the model containing this mesh, you have to call h3dGetNodeParent until you will reach the model node.
But I didn't understood what you mean with
Quote:
because the create cursor (a mesh only object which represents the eventual object I'll create) starts moving towards me
Why it is moving if you only do a hittest?
The other problem of having a hittest with the cursor itself may be possible to solve by enumerating the intersections using h3dGetCastRayResult. This way you should get the object mesh you are interested in too, shouldn't you?