Blender recalculate Vertex Position so no Group Transform Matrices are needed I have a Model (I'm sorry I can't upload or show images of that). This Model is a huge bunch of group nodes and geometries and so on. 

Some of the group have their own transform matrices and some are identity. This is normaly just fine and how it should be. I know that. But for my problem I need the model only to have ONE (or none) transform matrices in the head node and every other group node should have identity matrices. Is there a way to recalculate every vertex of the model and set all matrices to identity? So all vertex share the same "local space".

It would be super cool if there is something like that in Blender and somebody could explain how to do that.

Maybe this helps:

Model
- Group One Translation -2 0 0
  - Geometry Vertex 1 0 0
- Group Two Translation 5 0 0
  - Geometry Vertex 4 0 0


this should be converted to

Model
- Group One Translation 0 0 0
  - Geometry Vertex -1 0 0
- Group Two Translation 0 0 0
  - Geometry Vertex 9 0 0
Blender always has to have geometry wrapped in an Object datablock.  So the best way to achieve your Group X >> Geometry xx zeroed out is to parent Geometry xx to Group X Object, and then do an Apply location to Group X.  Without seeing a blend or a screenshot, I can't be anymore specific.