Most game engines, unless specifically built, have inherent problems with "really big things" and usually cheat them by composing them of "smaller things".
You could have a mod of a large entity animated procedurally, but right now collisions in blockland dont support too well dts shapes being directly moved by script, this was one of the major problems faced during experiments into elevator mods.
Another way to cheat it would be to have the shapes animated procedually, with no collision, but generate collision "zones" to determine player and brick damage.