We didn't include the mesh of our default characters (i.e. white robots) in the output FBX because typically customers will not use our default characters as they are in their project and they almost always want to do a re-targeting to their own characters. Therefore skeleton only animation in the output .FBX for default characters should suffice.
You can manually re-target the FBX result from default characters. The following are retargeting tutorials for Unity 3D and Maya:
You can also import your custom character models as .FBX into A3D cloud so that the service will retarget the result animation to your custom characters directly and meshes will be included if they are present in the imported .FBX.