You would probably want to make things as easy as possible and post any links, if someone needed to refer to your specific ATR. For the landing gear, you need to find the animation tags and change those to ones the P3D compiler recognizes. For the rudder you can export the model as .x format and open the .xanim file in notepad. This is the rudder animation for a recent FS2004 to P3D conversion I completed, I added color for clarity:
<Anim name="rudder_percent_key" guid="5433b2a0-0fd9-4192-8f7d-0ba36bf7191d" length="200.000" type="Sim" typeParam="AutoPlay" typeParam2="rudder_percent_key">
<AnimStream name="Rotation" id="0" partName="node155" length="100.000">
<Keyframe time="0.000" type="Quaternion" data="0.000000;0.000000;0.707107;-0.707107"/>
<Keyframe time="25.000" type="Quaternion" data="0.000000;0.000000;0.3535535;-0.8535535"/>
<Keyframe time="50.000" type="Quaternion" data="0.000000;0.000000;0.000000;1.000000"/>
<Keyframe time="75.000" type="Quaternion" data="0.000000;0.000000;0.3535535;0.8535535"/>
<Keyframe time="100.000" type="Quaternion" data="0.000000;0.000000;0.707107;0.707107"/>
</AnimStream>
It should be pretty easy to tell that the blue numbers represent both ends of travel, the negative value in the upper string implies that they are opposite terminations. The yellow numbers are intermediary and the red number represents the center of travel. Reversing the minus signs should reverse the animation, but it may be required to actually transpose number strings to flip the animation, the thing you want to look for are symmetric numeric reversals, you want to bear in mind that there is left/right, up/down and forward/back, it is easy to get confused and reverse the wrong axis. There is no harm in selecting a pair, reversing them and compiling, to visually inspect the result.