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Snake 3D

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Creating Solar System Animation

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Creating Meteor Animation

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Creating Hive Animation

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Creating Geyser Animation

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Creating Gear Animation

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Creating Coral Reef Animation

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Creating Compass Animation

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Creating Cloud Animation

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Creating Clock Animation

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Creating Castle Animation

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Creating Carousel Animation

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Creating Candle Animation

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Creating Campfire Animation

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Creating Cactus Animation

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Creating Butterfly Animation

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Creating Bush Animation

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Creating Brick Wall Animation

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Creating Blackhole Animation

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Creating Aurora Animation

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🎈 Floating Balloons

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Creating Campfire Animation

published on 8/21/2025
interactive example

Campfire - 3D Voxel Animation Learning Example

This guide walks you through how to generate a looping 3D voxel animation of a campfire using SpatialStudio. The script creates a realistic campfire with flickering flames, glowing embers, and crackling logs inside a cubic 3D space, then saves the animation to a .splv file.


What this script does

  • Creates a 3D scene of size 128×128×128
  • Spawns a campfire with:
    • A ring of brown wooden logs
    • Dancing orange and red flames
    • Floating yellow embers and sparks
    • A bed of glowing coals at the base
  • Animates the flames flickering and embers rising for 8 seconds at 30 FPS
  • Outputs the file campfire.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. Log ring Brown cylindrical logs are arranged in a circle as the campfire base.

  3. Flames Orange and red flames are drawn as elongated shapes with noise-based flickering motion.

  4. Embers Small yellow and orange particles float upward with random drift patterns.

  5. Coals Dark red glowing voxels form the fire bed between the logs.

  6. Animation loop A normalized time variable t cycles from 0 → 2π, making flames dance and embers rise continuously.

  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 campfire.py and run:

python campfire.py

Full Script

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

# Scene setup
SIZE, FPS, SECONDS = 128, 30, 8
FRAMES = FPS * SECONDS
CENTER_X = CENTER_Y = CENTER_Z = SIZE // 2
OUT_PATH = "../outputs/campfire.splv"

# Campfire settings
LOG_RADIUS = 20
LOG_COUNT = 6
FLAME_HEIGHT = 25
EMBER_COUNT = 15

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_logs(volume, cx, cy, cz, t):
    log_color = (101, 67, 33)  # Dark brown
    log_end_color = (139, 90, 43)  # Lighter brown for ends
    
    for i in range(LOG_COUNT):
        angle = (i / LOG_COUNT) * 2 * np.pi
        log_x = cx + int(LOG_RADIUS * np.cos(angle))
        log_z = cz + int(LOG_RADIUS * np.sin(angle))
        log_y = cy - 8
        
        # Draw log body
        for dx in range(-12, 13):
            for dy in range(-3, 4):
                for dz in range(-3, 4):
                    if dy*dy + dz*dz <= 9:  # Cylindrical shape
                        noise = int(np.sin(dx*0.3 + dy*0.5 + t) * 1.5)
                        final_x = log_x + int(dx * np.cos(angle)) + noise
                        final_z = log_z + int(dx * np.sin(angle))
                        final_y = log_y + dy
                        
                        # Use darker color for log ends
                        color = log_end_color if abs(dx) > 8 else log_color
                        add_voxel(volume, final_x, final_y, final_z, color)

def generate_coals(volume, cx, cy, cz, t):
    coal_colors = [(139, 0, 0), (178, 34, 34), (255, 69, 0)]  # Dark to bright red
    
    for x in range(cx-15, cx+16):
        for z in range(cz-15, cz+16):
            dist = np.sqrt((x-cx)**2 + (z-cz)**2)
            if dist < 12 and random.random() < 0.4:
                glow_intensity = np.sin(t * 3 + x*0.1 + z*0.1) * 0.5 + 0.5
                color_idx = min(2, int(glow_intensity * 3))
                color = coal_colors[color_idx]
                add_voxel(volume, x, cy-10, z, color)

def generate_flames(volume, cx, cy, cz, t):
    flame_colors = [
        (255, 0, 0),    # Red base
        (255, 69, 0),   # Orange-red
        (255, 140, 0),  # Dark orange
        (255, 165, 0),  # Orange
        (255, 215, 0),  # Gold
    ]
    
    # Generate multiple flame tongues
    for flame_id in range(8):
        base_angle = (flame_id / 8) * 2 * np.pi
        flame_base_x = cx + int(8 * np.cos(base_angle))
        flame_base_z = cz + int(8 * np.sin(base_angle))
        
        # Flame height varies with time and position
        height_variation = np.sin(t * 4 + flame_id * 0.8) * 8
        current_height = FLAME_HEIGHT + int(height_variation)
        
        for h in range(current_height):
            # Flame gets narrower as it goes up
            width = max(1, int(6 * (1 - h / current_height)))
            
            # Add flickering motion
            flicker_x = int(np.sin(t * 6 + h * 0.3 + flame_id) * (h * 0.2))
            flicker_z = int(np.cos(t * 5 + h * 0.2 + flame_id) * (h * 0.15))
            
            flame_x = flame_base_x + flicker_x
            flame_z = flame_base_z + flicker_z
            flame_y = cy - 5 + h
            
            # Color changes with height (red at bottom, yellow at top)
            color_progress = h / current_height
            color_idx = min(4, int(color_progress * 5))
            flame_color = flame_colors[color_idx]
            
            # Draw flame cross-section
            for dx in range(-width, width+1):
                for dz in range(-width, width+1):
                    if dx*dx + dz*dz <= width*width:
                        if random.random() < 0.7:  # Some transparency effect
                            add_voxel(volume, flame_x+dx, flame_y, flame_z+dz, flame_color)

def generate_embers(volume, cx, cy, cz, t):
    ember_colors = [(255, 215, 0), (255, 140, 0), (255, 69, 0)]  # Gold to orange
    
    random.seed(42)  # Consistent ember positions
    for i in range(EMBER_COUNT):
        # Each ember has its own movement pattern
        base_x = random.randint(cx-15, cx+15)
        base_z = random.randint(cz-15, cz+15)
        
        # Embers rise and drift
        rise_speed = 2 + random.random() * 3
        drift_x = np.sin(t * 2 + i * 0.5) * 8
        drift_z = np.cos(t * 1.5 + i * 0.3) * 6
        
        ember_x = base_x + int(drift_x)
        ember_y = cy + int((t * rise_speed + i * 3) % 40) - 10
        ember_z = base_z + int(drift_z)
        
        # Ember brightness flickers
        brightness = np.sin(t * 8 + i * 1.2) * 0.3 + 0.7
        color_idx = min(2, int(brightness * 3))
        ember_color = ember_colors[color_idx]
        
        # Small glowing particle
        for dx in range(-1, 2):
            for dy in range(-1, 2):
                for dz in range(-1, 2):
                    if dx*dx + dy*dy + dz*dz <= 1:
                        add_voxel(volume, ember_x+dx, ember_y+dy, ember_z+dz, ember_color)

def generate_smoke(volume, cx, cy, cz, t):
    smoke_color = (105, 105, 105)  # Gray smoke
    
    for i in range(5):
        # Smoke particles rise and spread
        smoke_x = cx + int(np.sin(t * 0.5 + i) * 15)
        smoke_y = cy + 20 + int(t * 8 + i * 5) % 30
        smoke_z = cz + int(np.cos(t * 0.3 + i) * 12)
        
        # Smoke dissipates as it rises
        opacity = max(0, 1 - ((smoke_y - cy - 20) / 30))
        if opacity > 0 and random.random() < opacity * 0.3:
            add_voxel(volume, smoke_x, smoke_y, smoke_z, smoke_color)

def generate_scene(volume, t):
    generate_logs(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_coals(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_flames(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_embers(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_smoke(volume, CENTER_X, CENTER_Y, CENTER_Z, t)

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

for frame in tqdm(range(FRAMES), desc="Generating campfire"):
    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

  • Adjust FLAME_HEIGHT to make taller or shorter flames.
  • Increase EMBER_COUNT for more floating sparks.
  • Modify flame_colors to create blue or green magical flames.
  • Add wind effects by changing the flicker patterns.
  • Experiment with LOG_COUNT and LOG_RADIUS for different campfire sizes.