In order to make animations interesting and appealing, 3D animators often use principles such as squash-and-stretch or follow-through, pushing the model and the rig to do deformations that would be impossible in the real world. For Cozmo, Anki used real world physics so there was no "cheating", and they had to adjust their way of thinking about assets accordingly. This session presents an overview of the asset pipeline on Cozmo, a complex, physical, game-playing robot, with over 300 parts, powered by a mobile app. This session will also describe the complexities of using data from Maya to transfer animation onto something with physical constraints. Molly and Daria from Anki will discuss the tools built for fast animator iteration, scripts for testing, debugging, how it eventually translates to physical movement and other workflow improvements throughout the development cycle. They will review the process for streaming audio and animation data to the robot and when programmatic corrections were required.