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Creating Beehive Animation

published on 8/21/2025
interactive example

3D Voxel Animation: Beehive

This guide walks you through how to generate a looping 3D voxel animation of a beehive using SpatialStudio. The script creates a realistic beehive with buzzing bees that fly around it in organic patterns, then saves the animation to a .splv file.


What this script does

  • Creates a 3D scene of size 128×128×128
  • Builds a hexagonal beehive structure with:
    • Layered honeycomb texture
    • Natural brown and amber coloring
    • Detailed entrance hole
  • Spawns 12 animated bees that:
    • Buzz around the hive in figure-8 patterns
    • Have yellow and black striped bodies
    • Move with realistic wing flutter
  • Animates the scene for 10 seconds at 30 FPS
  • Outputs the file beehive.splv that you can play in your viewer

How it works (simplified)

  1. Voxel volume Each frame is a 3D grid filled with RGBA values (SIZE × SIZE × SIZE × 4).

  2. Beehive structure The hive is built using layered ovals that get smaller toward the top, creating a natural dome shape.

  3. Honeycomb texture Hexagonal patterns are added to the surface using sine wave calculations for realistic texture.

  4. Flying bees Each bee follows a unique orbital path around the hive with slight randomization for natural movement.

  5. Bee bodies Bees are drawn as small ellipsoids with alternating yellow and black stripes.

  6. Animation loop A normalized time variable t cycles from 0 → 2π, ensuring all motion loops smoothly.

  7. Encoding Frames are passed into splv.Encoder, which writes them into the .splv video file.


Try it yourself

Install requirements first:

pip install spatialstudio numpy tqdm

Then copy this script into beehive.py and run:

python beehive.py

Full Script

import numpy as np
from spatialstudio import splv
from tqdm import tqdm

# Scene setup
SIZE, FPS, SECONDS = 128, 30, 10
FRAMES = FPS * SECONDS
CENTER_X = CENTER_Y = CENTER_Z = SIZE // 2
OUT_PATH = "../outputs/beehive.splv"

# Beehive settings
HIVE_HEIGHT = 35
HIVE_BASE_RADIUS = 20
BEE_COUNT = 12

def add_voxel(volume, x, y, z, color):
    if 0 <= x < SIZE and 0 <= y < SIZE and 0 <= z < SIZE:
        volume[x, y, z, :3] = color
        volume[x, y, z, 3] = 255

def generate_beehive(volume, cx, cy, cz, t):
    # Main hive colors
    hive_brown = (101, 67, 33)
    hive_amber = (191, 148, 63)
    dark_brown = (62, 39, 35)
    
    # Build hive layers from bottom to top
    for layer in range(HIVE_HEIGHT):
        progress = layer / HIVE_HEIGHT
        # Hive gets narrower toward top
        layer_radius = int(HIVE_BASE_RADIUS * (1.0 - progress * 0.7))
        y_pos = cy - HIVE_HEIGHT//2 + layer
        
        # Create oval cross-section for each layer
        for angle in np.linspace(0, 2*np.pi, layer_radius * 6):
            for r in range(layer_radius):
                x_offset = int(r * np.cos(angle))
                z_offset = int(r * 0.8 * np.sin(angle))  # Slightly flattened
                
                x, y, z = cx + x_offset, y_pos, cz + z_offset
                
                # Honeycomb texture using sine waves
                texture = np.sin(x * 0.4) * np.sin(z * 0.4) * np.sin(y * 0.3)
                
                # Choose color based on texture and position
                if texture > 0.3:
                    color = hive_amber
                elif texture < -0.3:
                    color = dark_brown
                else:
                    color = hive_brown
                
                # Add some brightness variation
                brightness = 0.8 + 0.4 * (0.5 + 0.5 * np.sin(t + x*0.1 + z*0.1))
                final_color = tuple(int(c * brightness) for c in color)
                
                add_voxel(volume, x, y, z, final_color)
    
    # Create entrance hole
    entrance_y = cy - 5
    for dx in range(-4, 5):
        for dz in range(-3, 4):
            if dx*dx + dz*dz <= 12:
                for depth in range(8):
                    add_voxel(volume, cx + dx - depth, entrance_y + dx//2, cz + dz, (0,0,0))

def generate_bee(volume, x, y, z, t, bee_id):
    # Bee colors
    bee_yellow = (255, 215, 0)
    bee_black = (20, 20, 20)
    wing_color = (200, 200, 255)
    
    # Bee body (small ellipsoid)
    body_length = 4
    for i in range(-body_length, body_length + 1):
        for j in range(-2, 3):
            for k in range(-2, 3):
                if i*i/16 + j*j/4 + k*k/4 <= 1:
                    # Alternating stripes
                    if abs(i) % 3 == 0:
                        color = bee_black
                    else:
                        color = bee_yellow
                    add_voxel(volume, x + i, y + j, z + k, color)
    
    # Animated wings
    wing_flutter = np.sin(t * 15 + bee_id) * 0.5
    wing_positions = [
        (2, 1, -3 + int(wing_flutter)), (2, 1, 3 - int(wing_flutter)),
        (-2, 1, -3 + int(wing_flutter)), (-2, 1, 3 - int(wing_flutter))
    ]
    
    for wx, wy, wz in wing_positions:
        add_voxel(volume, x + wx, y + wy, z + wz, wing_color)

def generate_flying_bees(volume, cx, cy, cz, t):
    for bee_id in range(BEE_COUNT):
        # Each bee follows a unique orbital pattern
        base_angle = (bee_id / BEE_COUNT) * 2 * np.pi
        
        # Figure-8 pattern with some randomization
        orbit_radius = 25 + 15 * np.sin(bee_id * 0.7)
        speed = 1.0 + 0.5 * np.sin(bee_id * 1.3)
        
        # Main orbital motion
        angle = base_angle + t * speed
        x_orbit = orbit_radius * np.cos(angle)
        z_orbit = orbit_radius * np.sin(angle)
        
        # Figure-8 vertical motion
        y_orbit = 10 * np.sin(2 * angle + bee_id)
        
        # Add some buzzing randomness
        buzz_x = 3 * np.sin(t * 8 + bee_id * 2.1)
        buzz_y = 2 * np.cos(t * 12 + bee_id * 1.7)
        buzz_z = 3 * np.cos(t * 10 + bee_id * 2.3)
        
        # Final bee position
        bee_x = int(cx + x_orbit + buzz_x)
        bee_y = int(cy + y_orbit + buzz_y)
        bee_z = int(cz + z_orbit + buzz_z)
        
        generate_bee(volume, bee_x, bee_y, bee_z, t, bee_id)

def generate_environment(volume, cx, cy, cz, t):
    # Add some flowers around the base
    flower_colors = [(255, 100, 150), (150, 100, 255), (255, 255, 100)]
    
    for i in range(8):
        angle = (i / 8) * 2 * np.pi
        flower_distance = 40 + 10 * np.sin(i * 0.8)
        fx = int(cx + flower_distance * np.cos(angle))
        fz = int(cz + flower_distance * np.sin(angle))
        fy = cy - HIVE_HEIGHT//2 - 5
        
        # Simple flower - just a small cluster
        color = flower_colors[i % len(flower_colors)]
        for dx in range(-2, 3):
            for dz in range(-2, 3):
                if dx*dx + dz*dz <= 4:
                    add_voxel(volume, fx + dx, fy, fz + dz, color)
                    # Stem
                    for stem in range(1, 4):
                        add_voxel(volume, fx, fy - stem, fz, (34, 139, 34))

def generate_scene(volume, t):
    generate_beehive(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_flying_bees(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_environment(volume, CENTER_X, CENTER_Y, CENTER_Z, t)

# Initialize encoder
enc = splv.Encoder(SIZE, SIZE, SIZE, framerate=FPS, outputPath=OUT_PATH, motionVectors="off")

# Generate all frames
for frame in tqdm(range(FRAMES), desc="Generating beehive"):
    volume = np.zeros((SIZE, SIZE, SIZE, 4), dtype=np.uint8)
    t = (frame / FRAMES) * 2 * np.pi
    generate_scene(volume, t)
    enc.encode(splv.Frame(volume, lrAxis="x", udAxis="y", fbAxis="z"))

enc.finish()
print(f"Created {OUT_PATH}")

Next steps

  • Increase BEE_COUNT to create a busier hive scene
  • Modify HIVE_HEIGHT and HIVE_BASE_RADIUS for different hive shapes
  • Add more flowers by changing the flower generation loop
  • Experiment with bee flight patterns by adjusting the orbital calculations
  • Try different honeycomb textures by modifying the sine wave parameters