No you don't have to further interpolate the translation, since it already is interpolated by BezierCurve2.
All you need to do is to get the right TransformGroup "tg" and do the following with it:
Point3f p = your_interpolated_point_on_the_bezier_curve;
tg.getTransform().setTranslation( p );
tg.updateTransform();
That's all so far. Maybe you also want to adjust the rotation, so that the shape isn't always facing in the same absolute direction. This can be done by e.g. this code:
Point3f p0 = you_center_fix_point;
...
Vector3f v = Vector3f.fromPool();
v.sub( p0, p );
float angle = v.angle( Vector3f.POSITIVE_X_AXIS );
Matrix3f rot = Matrix3f.fromPool();
MatrixUtils.getRotationMatrix( 0f, 0f, 1f, angle, rot );
tg.getTransform().setRotation( rot );
tg.getTransform().setTranslation( p );
tg.updateTransform();
Matrix3f.toPool( rot );
Vector3f.toPool( v );
Marvin