Getting world transform of meshes in different places comes

I have a model built in Blender with a number of meshes in different places organized in different groups. When I try to get the world transform for any of them, it comes up identical. I assume that the transform has been baked into each mesh because when I look at the meshes in the Babylon sandbox, the transforms are empty.
I’m trying to construct an animation to move the camera to be in front of the meshes. Any suggestions?

const matrix = mesh.computeWorldMatrix(true);

const local_position = new BABYLON.Vector3(0,0,-1);

const globalPosition = BABYLON.Vector3.TransformCoordinates(local_position, matrix);

It will be easier to help if you can setup a repro in the Playground as a starting point.

In my code base, I am putting a thing / mesh in front of a camera / person in WebXR. While the opposite of what you are doing, if you switch what is the camera with the mesh, a process like this might work. Here is code positioning a mesh in front of a camera.

private _vectorWorker = BABYLON.Vector3.Zero();
private _positionInFrontCam(distance : number) : void {
    this.cam.getWorldMatrix(); // make sure globalPosition is up to date

    this._mesh.position.subtractToRef(this.cam.position, this._vectorWorker);
    this._vectorWorker.normalize();
    this._vectorWorker.scaleInPlace(distance);
    this.cam.globalPosition.addToRef(this._vectorWorker, this._mesh.position);

    // now cause the mesh to look at the camera
    this._faceCamera();
}