Hello guys
Thanks for RAFT's suggestion, I am able to extract the data which I need to render one mesh. For the texture UV or vertices indices, since they don't dynamically change, Bones puts them in the MeshData as uvs and indices. As the experts suggested above, expose the information is not elegant and violate the design of Bones in terms of an component of JPCT, but there is way to work around if you want to give this nice light-weighted animation system a try.
I will continue to try out whether I can animated the character. Keep updating....
A quick question, to move rotate the animated character as a whole object, I may need to deal with OpenGL rotation and transformation myself since I believe the Animated3D related rotation and translation only work if the model is drawn with the World instance, right?