The short version
Motion projects rarely fail on craft. They fail on inputs, approvals and the gap between what was quoted and what was assumed.
What is really going on
Late client assets are the single most common schedule killer: logos, product files and copy arrive after animation has started.
Unclear approval chains produce contradictory feedback that no designer can reconcile.
Scope drift is invisible in small increments — six 'quick tweaks' equal a revision round nobody budgeted.
How to handle it
Publish an asset deadline with a stated consequence for the schedule, agreed at kickoff.
Name one decision-maker and require consolidated feedback in a single document.
Log every out-of-scope request in writing as it arrives, without drama, so the conversation happens early.
The takeaway
Most production risk is administrative. Fix the administration and the craft has room to be good.
