You should make a "world matrix" and apply it using Device.SetTransform(D3DTS_WORLD, Your_World_Matrix).

For example:

Code:
D3DXMatrixTranslation(MyWrldMat, 100, 0, 0);
Device.SetTransform(D3DTS_WORLD, MyWrldMat);

//Draw your translated mesh now

D3DXMatrixRotateY(MyWrldMat, 0.5 * Pi);
Device.SetTransform(D3DTS_WORLD, MyWrldMat);

//Draw another model that will be rotated 90 degrees about the Y Axis

D3DXMatrixScaling(MyWrldMat, 2, 2, 2);
Device.SetTransform(D3DTS_WORLD, MyWrldMat);

//Draw another model that will appear two times as big as the original
It's actually very simple.
Take a look at the following pages:

http://msdn.microsoft.com/en-us/library/bb205367(VS.85).aspx
http://msdn.microsoft.com/en-us/library/bb205359(VS.85).aspx
http://msdn.microsoft.com/en-us/library/bb205363(VS.85).aspx

Etc... Also usefull:

http://www.drunkenhyena.com/pages/pr...3d_lesson4.php
http://www.directxtutorial.com/Tutor...ics/dx9B5.aspx
http://msdn.microsoft.com/en-us/library/bb206269(VS.85).aspx

Etc... google is your friend.