examples

76 interactive examples

hover example to preview

1

Snake 3D

audio
2

Creating Yoyo Animation

3

Creating Wooden Planks Animation

4

Creating Windstorm Animation

5

Creating Windmill Animation

6

Creating Whale Animation

7

Creating Waterfall Animation

8

Creating Volcano Animation

9

Creating Vaporwave Animation

10

Creating Tree Animation

11

Creating Tornado Animation

12

Creating Sun Animation

13

Creating Stone Wall Animation

14

Creating Spring Animation

15

Creating Spider Animation

16

Creating Spaceship Animation

17

Creating Solar System Educational Animation

18

Creating Solar System Animation

19

Creating Snowglobe Animation

20

Creating Snake Animation

21

Creating Sailboat Animation

22

Creating Robot Animation

23

Creating River Rapids Animation

24

Creating Rainbow Animation

25

Creating Prism Animation

26

Creating Pinwheel Animation

27

Creating Pine Tree Animation

28

Creating Phoenix Animation

29

Creating Pendulum Animation

30

Creating Octopus Animation

31

Creating Mushroom Animation

32

Creating Metronome Animation

33

Creating Meteor Animation

34

Creating Metal Plates Animation

35

Creating Lissajous Animation

36

Creating Lightning Animation

37

Creating Lighthouse Animation

38

Creating Lava Lamp Animation

39

Creating Lantern Animation

40

Creating Kite Animation

41

Creating Kaleidoscope Animation

42

Creating Jellyfish Animation

43

Creating Inner Planets Orbit Animation

44

Creating Hourglass Animation

45

Creating Hive Animation

46

Creating Grass Animation

47

Creating Geyser Animation

48

Creating Gear Animation

49

Creating Fountain Animation

50

Creating Flower Animation

51

Creating Fish Animation

52

Creating Fireworks Animation

53

Creating Fern Animation

54

Creating Earth Orbit Animation

55

Creating Dragon Animation

56

Creating Disco Ball Animation

57

Creating Demon Animation

58

Creating Crystallization Animation

59

Creating Crystal Animation

60

Creating Cosmic Formation Animation

61

Creating Coral Reef Animation

62

Creating Compass Animation

63

Creating Cloud Animation

64

Creating Clock Animation

65

Creating Castle Animation

66

Creating Carousel Animation

67

Creating Candle Animation

68

Creating Campfire Animation

69

Creating Cactus Animation

70

Creating Butterfly Animation

71

Creating Bush Animation

72

Creating Brick Wall Animation

73

Creating Blackhole Animation

74

Creating Beehive Animation

75

Creating Aurora Animation

76

🎈 Floating Balloons

hover for preview

Creating Demon Animation

published on 8/21/2025
interactive example

Creating a 3D Voxel Demon Animation

This guide walks you through how to generate a looping 3D voxel animation of a demon using SpatialStudio. The script creates a menacing demon with glowing eyes, flickering horns, and swirling dark energy 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 1 animated demon, featuring:
    • A dark red voxel body with muscular definition
    • Two curved horns that glow and flicker
    • Bright red glowing eyes
    • Swirling dark energy particles around the body
  • Animates the demon with breathing motion and energy effects for 8 seconds at 30 FPS
  • Outputs the file demon.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. Demon body The body is constructed using ellipsoids with dark red gradients and surface texturing for a muscular appearance.

  3. Horns Curved horn structures are drawn with procedural mathematics, featuring orange-to-yellow gradient with flickering effects.

  4. Glowing eyes Bright red spherical eyes with white centers that pulse with intensity variations.

  5. Dark energy Swirling particles generated using noise functions that orbit around the demon's body.

  6. Animation loop A normalized time variable t cycles from 0 → 2π, creating breathing motion and energy swirls that loop 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 demon.py and run:

python demon.py

Full Script

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

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

# Demon settings
DEMON_HEIGHT = 40
DEMON_WIDTH = 20
HORN_LENGTH = 15
EYE_RADIUS = 3
PARTICLE_COUNT = 50

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_demon_body(volume, cx, cy, cz, t):
    # Breathing effect
    breath = 1.0 + 0.1 * np.sin(t * 3.0)
    body_colors = [(120, 20, 20), (80, 10, 10), (60, 5, 5)]
    
    for dy in range(-DEMON_HEIGHT//2, DEMON_HEIGHT//2):
        for dx in range(-DEMON_WIDTH, DEMON_WIDTH+1):
            for dz in range(-DEMON_WIDTH, DEMON_WIDTH+1):
                # Create muscular body shape
                body_radius = DEMON_WIDTH * (1.0 - abs(dy) / (DEMON_HEIGHT/2)) * breath
                torso_width = body_radius * (0.8 + 0.2 * np.sin(dy * 0.2))
                
                if np.sqrt(dx*dx + dz*dz) <= torso_width:
                    # Add surface detail with noise
                    surface_noise = np.sin(dx*0.3 + dy*0.2 + dz*0.4 + t*0.5)
                    muscle_def = int(surface_noise * 2)
                    
                    # Choose color based on depth
                    depth = np.sqrt(dx*dx + dz*dz) / torso_width
                    color_idx = min(2, int(depth * 3))
                    base_color = body_colors[color_idx]
                    
                    # Apply muscle definition
                    brightness = 1.0 + muscle_def * 0.15
                    final_color = tuple(min(255, int(c * brightness)) for c in base_color)
                    
                    add_voxel(volume, cx+dx, cy+dy, cz+dz, final_color)

def generate_horns(volume, cx, cy, cz, t):
    # Flickering horn colors
    flicker = 0.8 + 0.4 * np.sin(t * 8.0)
    horn_color = (int(255 * flicker), int(150 * flicker), int(50 * flicker))
    
    for side in [-1, 1]:  # Left and right horn
        for i in range(HORN_LENGTH):
            progress = i / HORN_LENGTH
            # Curved horn shape
            horn_x = cx + side * (5 + int(progress * 8))
            horn_y = cy - DEMON_HEIGHT//2 + int(progress * 12)
            horn_z = cz - int(progress * 4)
            
            # Horn thickness decreases towards tip
            thickness = max(1, int((1.0 - progress) * 3))
            
            for dx in range(-thickness, thickness+1):
                for dy in range(-thickness, thickness+1):
                    for dz in range(-thickness, thickness+1):
                        if dx*dx + dy*dy + dz*dz <= thickness*thickness:
                            add_voxel(volume, horn_x+dx, horn_y+dy, horn_z+dz, horn_color)

def generate_eyes(volume, cx, cy, cz, t):
    # Pulsing eye glow
    pulse = 0.7 + 0.3 * np.sin(t * 4.0)
    eye_color = (int(255 * pulse), int(50 * pulse), int(50 * pulse))
    eye_center = (255, 255, 255)
    
    for side in [-1, 1]:  # Left and right eye
        eye_x = cx + side * 8
        eye_y = cy - DEMON_HEIGHT//4
        eye_z = cz + DEMON_WIDTH//2
        
        # Eye socket (darker area)
        for dx in range(-EYE_RADIUS-1, EYE_RADIUS+2):
            for dy in range(-EYE_RADIUS-1, EYE_RADIUS+2):
                for dz in range(-EYE_RADIUS-1, EYE_RADIUS+2):
                    if np.sqrt(dx*dx + dy*dy + dz*dz) <= EYE_RADIUS + 1:
                        add_voxel(volume, eye_x+dx, eye_y+dy, eye_z+dz, (40, 0, 0))
        
        # Glowing eye
        for dx in range(-EYE_RADIUS, EYE_RADIUS+1):
            for dy in range(-EYE_RADIUS, EYE_RADIUS+1):
                for dz in range(-EYE_RADIUS, EYE_RADIUS+1):
                    dist = np.sqrt(dx*dx + dy*dy + dz*dz)
                    if dist <= EYE_RADIUS:
                        if dist <= 1:  # Eye center
                            add_voxel(volume, eye_x+dx, eye_y+dy, eye_z+dz, eye_center)
                        else:  # Eye glow
                            add_voxel(volume, eye_x+dx, eye_y+dy, eye_z+dz, eye_color)

def generate_dark_energy(volume, cx, cy, cz, t):
    # Swirling dark energy particles
    energy_color = (100, 0, 100)
    
    for i in range(PARTICLE_COUNT):
        # Create swirling motion
        angle = (i / PARTICLE_COUNT) * 2 * np.pi + t * 2.0
        height_offset = (i / PARTICLE_COUNT) * DEMON_HEIGHT - DEMON_HEIGHT//2
        
        # Spiral parameters
        radius = 25 + 10 * np.sin(t + i * 0.5)
        spiral_height = height_offset + 5 * np.sin(t * 1.5 + i * 0.3)
        
        particle_x = cx + int(radius * np.cos(angle))
        particle_y = cy + int(spiral_height)
        particle_z = cz + int(radius * np.sin(angle))
        
        # Add particle with some randomness
        noise_x = int(3 * np.sin(t * 4 + i))
        noise_z = int(3 * np.cos(t * 3 + i))
        
        # Particle intensity based on position
        intensity = 0.5 + 0.5 * np.sin(t * 3 + i * 0.7)
        final_color = tuple(int(c * intensity) for c in energy_color)
        
        add_voxel(volume, particle_x + noise_x, particle_y, particle_z + noise_z, final_color)

def generate_ground_glow(volume, cx, cy, cz, t):
    # Red glow on the ground around demon's feet
    glow_intensity = 0.3 + 0.2 * np.sin(t * 2.5)
    ground_y = cy + DEMON_HEIGHT//2 + 5
    
    for dx in range(-30, 31):
        for dz in range(-30, 31):
            distance = np.sqrt(dx*dx + dz*dz)
            if distance <= 30:
                brightness = glow_intensity * (1.0 - distance / 30.0)
                glow_color = (int(150 * brightness), int(30 * brightness), int(30 * brightness))
                add_voxel(volume, cx+dx, ground_y, cz+dz, glow_color)

def generate_scene(volume, t):
    generate_ground_glow(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_dark_energy(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_demon_body(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_horns(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_eyes(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 demon"):
    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 PARTICLE_COUNT to add more or fewer energy particles
  • Modify horn colors by changing the flicker calculation
  • Add wing structures using similar ellipsoid techniques
  • Create multiple demons by calling generate_scene() with different center positions
  • Experiment with different breathing rates by changing the multiplier in np.sin(t * 3.0)