Don’t worry if you are at all testy - I can understand, I believe, that this situation may well be frustrating for you.
As to the late reply, I’ll confess that I was away from the forum for a bit myself, so it works out.
As to your problem:
(And please forgive me if I’m a little vague, or off in some elements; I’m somewhat tired tonight, I fear. ^^; )
You should also, I believe, have one saved file for the model itself - the above should just hold the animation data, not the model data, I believe.
I’m not really in a position to create a YouTube video at the moment, I fear, but a quick set of instructions might be something like this:
First of all (just in case this is the problem), I recommend having one Blender file (.blend) for your model and its animations - not one Blender file per animation. I’m not sure of whether the latter would be likely to work at all, although it might.
Secondly, I don’t know whether shape-key animations work; for safety’s sake, I recommend sticking to using an armature for animation.
That said, you should then have a Blender file containing a model, an armature, and a set of keyframes describing its animations. For example, frames 0 to 10 might hold the “idle” animation, 11 to 34 might hold the “walking” animation, etc.
Now, go to Yabee via the “Export” menu option. There:
Set the folder to which to export, if called for.
Enter a name for your model in the entry at the top; in your case you might use “character”.
Scroll down to the box labelled “Animation”.
For each animation, perform 3.1 to 3.4 below:
3.1) Press the button labelled “+”
3.1.5) Note: If this is the first animation, a few new controls should appear beneath the box.
3.2) In the entry labelled “Name”, enter the name of the current animation, such as “idle” or “walk” - not “character-idle” or “character-walk”.
3.3) In the first control below that, enter the frame in Blender on which that animation starts; in the above example, that would be 0 for “idle” and 11 for “walking”, I believe.
3.4) In the control next to that, enter the frame in Blender on which the animation ends; in the above example, that would be 10 for “idle” and 34 for “walking”.
Make sure that “Animation only” is unchecked, and that “Separate animation files” is checked.
That should result in a set of files: the main model file (“character.egg”, for example) and a set of animation files, named along the lines of -.egg (“character-idle.egg”, for example).
As an example, here is a screenshot of the animation box as used for one of my models - in this case, a door, which has an “open” animation - and the resulting files: