Well, I'd had a few last night!!, That Should read TO prepare a model for dbc, you need to break your mesh into separate objects, in whatever modeller you'r using
The reason being that mesh animation (animating vertex movement) isn't supported in dbc.
So it looks to me like you've built a single mesh model there, so you need to seperate it into limbs, to give you multiple pivot points which you can rotate, be that in dbc or the animation/modelling package you're working in.
You still need to learn how to use the modeller, but the principles above are for preparing a model for use in dbc, specifically for animation.
Try using like, a box and an oblong, move the oblong's pivot point to one end, then link the oblong to the box.
Now press animate, create a key, move the time slider along and create another key at this new point in time. Then rotate the oblong somewhat. It should rotate around the pivot point you placed.
Export this simple model as a .3ds, and you now have one object, with one limb(well 2 if you count the box), with some animation date contained in the .3ds file.
If you load that object in dbc, and do the loop object command on it, you should see it animate the same way it did in your modeller.
Doing this simple animation with primatives in a simple way might help you work out how to apply the same principle to a more complex structure
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