Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
In an absolute transform, each bone is transformed according to the position of all parent bones.
This is the same as iterating the Bones collection and applying the transformation matrix of every parent of a ModelBone to the Transform property of each ModelBone and copying the results into an array that can be indexed into by the bone index.
An array of transformation matrices for the meshes of any model can be obtained by calling CopyAbsoluteBoneTransformsTo or CopyBoneTransformsTo. The resulting array contains the transforms that describe how each ModelMesh is located relative to one another in the Model. The transformation matrix that should be applied to each ModelMesh can be obtained using the index of the CopyAbsoluteBoneTransformsTo to retrieve a transformation matrix from this collection.
For a demonstration of how to use the transforms for the parent bones of a model mesh to set the position of the mesh parts, please see How To: Render a Model.