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To answer your questions: Yes you need to multiply the child node's transform with the parent node's transform to obtain the final world transform for the mesh at that node. You basically have to walk down the hierarchy to the child nodes, multiplying all the transform together to get the transform for each child node's mesh. No, transforming the vertices ...


You must multiply each node by it's parent's transform (and the parent's node parent's transform, etc), to get the local transform for that node. Why is it not pre-multiplied? Because it gives you the option to rebuild the hierarchy at run-time after applying transformations to any point of the hierarchy.

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