When I started working at Pixar in Sept 2000, I only animated with stepped keyframes, breakdowns and liner inbetweening because that is how I learned to animated at Disney. Pixar is the KING of spline animation and this bothered a lot people (I was told as much.) Eventually, me and a few liked minded animators convinced the tools team to write x-sheet, a tool that let us record our held keyframes in our shot recordings and then move them for timing and push them back into the spline editor. It was incredibly efficient and fast. THE INCREDIBLES was the first film we used this widely and I think you can see the results. Eventually, many of us landed on a workflow that was held keys/breakdowns for blocking and spline inbetweening for polish.
Rough blocking for my rooftop shots on #TheIncredibles.

Oct 29, 2025 · 2:49 PM UTC

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Replying to @_DaveMullins
Aaaah so you mean there were no stepped keys at Pixar before this tool? Nowadays it's such a widespread workflow I didn't think everything was spline from the start back then! And no keys to drag along the timeline/graph editor (if they even existed) either?
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Oh no, there were stepped keys, it’s just not what most people were using for blocking. Precise spline crafting was a huge part of the look of early Pixar animation (they obviously still are) but to show held keys for blocking wasn’t the method at the time. The method was blocking out animation with fairly polished splines for root with a bit more rough animation elsewhere and playing your animation on 1s. The tools we mostly used were split (spline tool) and mdt (spreadsheet style editor) and cuet (timeline cel style editor) for blocking.
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Replying to @_DaveMullins
Love your work! And so cool to get to read about some animation history! Thanks for sharing!
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Replying to @_DaveMullins
This is so cool to read while I take a break from the spline polishing I'm doing for class that's currently draining my life force
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Hang in there!
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Replying to @_DaveMullins
Inspirational. I love it, thank you for sharing your story, I always wondered how y'all managed to make it look so smooth!
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70 hour weeks for 4 years and stubbornness. :)
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Replying to @_DaveMullins
I was just wondering... when you were working on the Incredibles, did you get to keep the playblasts that you made? Did you have to request Pixar to give you a copy of your playblasts or did you just hide the file on some disk drive or personal storage? Is Pixar strict?
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Pixar was fantastic about letting you keep your work when I was there so I have a lot of my blocking recordings still.
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Replying to @_DaveMullins
woahhh thats such an interesting piece of animation history, thank you for sharing!! were people previously using spline for blocking?
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Yes, spline blocking was the method at the time and it had amazing results. Brad wanted more posed based blocking, had us reexamining classic Disney animation nonstop and what resulted was a hybrid methodology that is the best of both worlds. Tony Fucile was one of the amazing anim supervisors on the film and was a shaman of classic Disney animation for us. Tony's drawovers pushed us beyond what we thought was possible with computer animation at the time.
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I really want to see your animation in Monsters Inc
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My favorite scene was Tony, the octopus armed monster handing out fruit and falling through the grates. I worked on that blocking until 4am and had my supervisor show it for me the next morning. Apparently it went over well in dailies and I didn't know until I remerged at work hours later. That scene almost broke me.
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Replying to @_DaveMullins
Where themodels for the other Omnidroid ever built?
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No, but I was so excited in early prepro that I built a Omnidroid mockup because I thought it was so cool. It was never used for the film but it was fun to model.
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Replying to @_DaveMullins
Can you elaborate on what the tool does? You pose every frame and then draw the x sheet to make it move the poses where you draw? Is there any public making off where we can see it?
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Because some of the models were so slow (Elastigirl would take 4 seconds to update with her heaviest anim model) so we needed a way quickly play with timing and posing. (The models were heavy because of features and lack of desktop power at the time, not because of the optimization of the chars dept.) So you would pose your character on frames 1,2,3,4,5,etc, then load an image of those poses into x-sheet. You could then drag your poses around while playing in real time, then execute your timing where x-sheet would retime your poses back into the scene. Once I had poses working, I would then start on breakdowns and at that point the shot was ready to show for blocking. I was unusual in that I used x-sheet for polish as well, animating with linear curves.
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Replying to @_DaveMullins
yeah well Im sure Brad Bird would be open to anything that would improve not just work flow but the expressiveness of the animation
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Brad Bird and Pixar made it all possible. When Brad came to the studio he wanted all the troublemakers on his show - and he got us. He looked for hungry young filmmakers that had unconventional ideas and brought us all together. Pixar was amazing in the support they gave him. He inspired everyone and Pixar was permanently improved by his vision. Anyone that works with Brad wants nothing more than to work with him again. I can't say enough good things about Pixar or Brad.
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Replying to @_DaveMullins
This is brilliant. Now you guys were wild for elastic girls model and animation.
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The shot where Helen flattens against the wall when breaking into Syndrome's base almost broke me. I had to ask the extremely talented Rob Russ to help me finish the shot when she goes flat against the wall to avoid the tram. It was too technical for me. He was such a champ and landed the shot beautifully.
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Replying to @_DaveMullins
I believe that an animator should be able to handle doing all these different types, because eventually, one of them is going to be the best for the job. I myself love the held poses/keys for acting, and detailed stepped keys for action. This is so cool to see!!
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Replying to @_DaveMullins
My favorite feature of the tools at Pixar. For anything pre vis / cinematography / staging it was my go to tool. I still miss it dearly.
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Replying to @_DaveMullins
Can feel the strength of your poses very clearly!!!!
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Replying to @_DaveMullins
When I directly started 3d animation I was stuck because I couldn't make things move belieably. Then I discovered traditional animation, learnt the golden principles and then all my 2d, 3d animations improved !
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Replying to @_DaveMullins
Lovely insight, makes me miss heading to the Pixar campus cinema for shows and chatting with the Pixar folks about their processes. The 3D community was so much closer knit back then.
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