@aVVe You are not exactly right in the case that there is no way to convert *ani files or any other proprietary Flyff format. There is a way and it's called AssetPostprocessor, not to be confused with Post Processing effects in Unity. Basically this is a script which watch out for any model import into editor *.o3d, *.ani or *.chr. The problem here is that all these files are in Binary format, you can view strings in it as plain text only if you reverse engineer them. So to be able to load any of them you need to know the way the information is stored in them so you can translate it so Unity can understand it the same as Flyff does. Then with the help of this magical script for example o3d files become mesh files which you can load into 3d object prefab template with Mesh Filter, Skinned Mesh Renderer, Animator, Avatar and any other Component you may need. When you load the template prefab you can make asset copy of it then clean it out again for next model to be imported. Textures are not a big deal for Unity as it already reads DDS files to begin with.
There is project online that have this kind of setup and just few days ago i've decided to use it. Unfortunately it has only Postprocessing for o3d and not ani and chr which hold the bone system and animation. Structure of them however is already written, it's lacking the way of creating suitable for Unity assets. *.chr need to become an Avatar and *.ani need to be converted into Unity's Animation Clip. There is even terrain loading methods and it can load Flyff LND files, original or custom made. It's just not that far as loading textures or anything else. Plain terrain!
There is 3ds Max script for exporting models with animation and bones to FBX format which Unity supports. I don't know what language the script is written in but i am able to navigate trough it to see what is what. It's just that i can't edit it as i don't know the language and frankly does not care. What i need out of it is to translate the methods it uses to C#. There is around 20 thousand models in Flyff and if you want them all by hand we can shake hands in few years when you are done with that endeavor. If you do let's say 55 models per day you are good to in a year. If you can and will to edit the script to load bulk of models into FBX you can say you need to pretty much leave only characters and monsters aside because only they have bone systems and animations pretty much but it's still more or less 7,000 models times the animations you need to do for each of them as Animation Clips. Tried that with an AiBatt and got to nowhere as i struggled exporting animations one by one saving them in some max format and then assigning them to the same model in a sequence with empty frames in between.
So far i got to making dummy Avatar assets, it's hard to translate the 3ds Max script to the way Postprocessing templates are written. I am not some ninja coder myself and never done anything like that so far and i am learning on the go. Not sure why the original project was abandoned in the first place as there is just so much work left to make it viable for what OP needs and what i actually want to achieve out of it. I am not interested into making Unity 1:1 Flyff clone as this will consume so much time that with the help of the asset store i am gonna be up to speed in no time with Gui and networking. In the process i have plans to make my own models and textures and use what Flyff has as dummy assets.
There are at least 2 Unity projects alive ATM, one for Android version that's almost done. I don't remember it's name. The other is Kinami's work which is very impressive. Search what he did in Youtube. He is almost done with all of it. As he states final 10% to do! The problem is that they aren't open to the public and Kinami's already was asked to publish it but he refused.