It's just the other way round:
device.Transform.World = BoxPositionWithinGroup
* Matrix.RotationY(Geometry.DegreeToRadian(2))
* GroupPositionInWorld;
Where GroupPositionInWorld
would be Matrix.Translation(12, 0, 0)
and BoxPositionWithinGroup
describes a box' local position within the group (relative to the group position).
If you want to read more about DirectX and matrices, check out my blog post.