Now you've lost me!
Horde3D has a scenegraph. The transformations for each node are relative to it's parent. The absolute matrix is just the multiplications of all nodes within one branch. So if you have a structure like this:
Code:
RootNode
+
|
+---+ Model
|
+--- Mesh
The mesh's relative transformation is stored in the scene graph and it's absolute matrix will be calculated using
Code:
RootNode's Relative Matrix * Model's Relative Matrix * Mesh's Relative Matrix
You can create animation data on the fly that you can use to create ragdoll animations. If you upload the animation as a normal Horde3D resource you can use the animation system to blend as you would do it if it's a keyframe animation.
You also don't have to set the absolute matrix. You can instead convert the absolute matrix to a relative one by using the absolute matrix of the parent.