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Creating Dragon Animation

published on 8/21/2025
interactive example

Dragon - 3D Voxel Animation Learning Example

This guide walks you through how to generate a looping 3D voxel animation of a dragon using SpatialStudio. The script creates a majestic dragon with animated wings, glowing fire breath, and flowing movement 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 dragon, featuring:
    • A segmented body with head, neck, and tail
    • Flapping wings with realistic motion
    • Glowing fire breath particles
    • Scales with depth and texture
  • Animates the dragon flying in a circular pattern for 10 seconds at 30 FPS
  • Outputs the file dragon.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. Dragon body The dragon is constructed from multiple segments: head, neck, body sections, and a tapering tail, each positioned using sine waves for natural movement.

  3. Wing animation Wings are drawn as curved surfaces that flap up and down using time-based trigonometric functions.

  4. Fire breath Particle-like fire effects emanate from the dragon's mouth, with colors transitioning from yellow to red to create realistic flames.

  5. Scale details The dragon's surface uses noise functions to create a scaly texture with depth variations.

  6. Animation loop A normalized time variable t cycles from 0 → 2π, making the dragon's flight path and wing beats 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 dragon.py and run:

python dragon.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/dragon.splv"

# Dragon settings
BODY_SEGMENTS = 12
WING_SPAN = 25
DRAGON_LENGTH = 40
FIRE_PARTICLES = 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_dragon_segment(volume, cx, cy, cz, radius, color, t, segment_id):
    # Add scale texture using noise
    for dx in range(-radius, radius+1):
        for dy in range(-radius, radius+1):
            for dz in range(-radius, radius+1):
                distance = np.sqrt(dx*dx + dy*dy + dz*dz)
                if distance <= radius:
                    # Scale texture
                    scale_pattern = int(np.sin(dx*0.4 + dy*0.3 + dz*0.5 + t + segment_id) * 3)
                    brightness = 0.8 + scale_pattern * 0.1
                    final_color = tuple(min(255, int(c * brightness)) for c in color)
                    add_voxel(volume, cx+dx, cy+dy, cz+dz, final_color)

def generate_dragon_body(volume, start_x, start_y, start_z, t):
    dragon_colors = [
        (60, 80, 120),   # Dark blue-gray for body
        (80, 100, 140),  # Lighter blue-gray
        (100, 120, 160), # Even lighter for highlights
    ]
    
    for i in range(BODY_SEGMENTS):
        progress = i / (BODY_SEGMENTS - 1)
        
        # Dragon follows a sinuous path
        x = start_x + int(progress * DRAGON_LENGTH + 10*np.sin(t*0.8 + progress*3))
        y = start_y + int(8*np.sin(t*1.2 + progress*2))
        z = start_z + int(6*np.cos(t*0.6 + progress*4))
        
        # Radius tapers from head to tail
        if i == 0:  # Head
            radius = 8
            color = (90, 110, 150)
        elif i < 3:  # Neck
            radius = 6
            color = dragon_colors[1]
        elif i < 8:  # Body
            radius = 7
            color = dragon_colors[0]
        else:  # Tail
            radius = max(2, 7 - (i-7))
            color = dragon_colors[2]
        
        generate_dragon_segment(volume, x, y, z, radius, color, t, i)

def generate_wings(volume, dragon_x, dragon_y, dragon_z, t):
    wing_color = (70, 90, 130)
    wing_beat = np.sin(t * 6) * 0.5  # Fast wing flapping
    
    # Left wing
    for i in range(WING_SPAN):
        for j in range(15):
            wing_curve = np.sin(i * 0.2) * 8
            x = dragon_x + i - WING_SPAN//2
            y = dragon_y + int(wing_curve + wing_beat * j)
            z = dragon_z - 12 + j
            
            if j < 8:  # Wing membrane
                add_voxel(volume, x, y, z, wing_color)
    
    # Right wing
    for i in range(WING_SPAN):
        for j in range(15):
            wing_curve = np.sin(i * 0.2) * 8
            x = dragon_x + i - WING_SPAN//2
            y = dragon_y + int(wing_curve + wing_beat * j)
            z = dragon_z + 12 - j
            
            if j < 8:  # Wing membrane
                add_voxel(volume, x, y, z, wing_color)

def generate_fire_breath(volume, dragon_x, dragon_y, dragon_z, t):
    fire_colors = [
        (255, 255, 100),  # Bright yellow
        (255, 200, 50),   # Orange-yellow
        (255, 100, 0),    # Orange
        (255, 50, 0),     # Red-orange
        (200, 0, 0),      # Dark red
    ]
    
    # Fire emanates from dragon's head
    head_x = dragon_x + int(DRAGON_LENGTH + 10*np.sin(t*0.8))
    head_y = dragon_y + int(8*np.sin(t*1.2))
    head_z = dragon_z + int(6*np.cos(t*0.6))
    
    for i in range(FIRE_PARTICLES):
        # Fire particles spread out and rise
        spread = i * 2
        fire_x = head_x + spread + int(np.random.random() * 6 - 3)
        fire_y = head_y + int(np.random.random() * 8 - 4 + i * 0.5)
        fire_z = head_z + int(np.random.random() * 6 - 3)
        
        # Color transitions from yellow to red
        color_index = min(len(fire_colors)-1, i // 3)
        fire_color = fire_colors[color_index]
        
        # Flickering effect
        if np.sin(t*10 + i) > -0.3:
            add_voxel(volume, fire_x, fire_y, fire_z, fire_color)

def generate_dragon_eyes(volume, dragon_x, dragon_y, dragon_z, t):
    # Glowing red eyes
    eye_color = (255, 50, 50)
    
    head_x = dragon_x + int(DRAGON_LENGTH + 10*np.sin(t*0.8))
    head_y = dragon_y + int(8*np.sin(t*1.2))
    head_z = dragon_z + int(6*np.cos(t*0.6))
    
    # Left eye
    add_voxel(volume, head_x+2, head_y+3, head_z-2, eye_color)
    # Right eye
    add_voxel(volume, head_x+2, head_y+3, head_z+2, eye_color)

def generate_scene(volume, t):
    # Dragon flies in a large circle
    orbit_radius = 15
    dragon_x = CENTER_X + int(orbit_radius * np.cos(t * 0.5))
    dragon_y = CENTER_Y
    dragon_z = CENTER_Z + int(orbit_radius * np.sin(t * 0.5))
    
    generate_dragon_body(volume, dragon_x, dragon_y, dragon_z, t)
    generate_wings(volume, dragon_x, dragon_y, dragon_z, t)
    generate_fire_breath(volume, dragon_x, dragon_y, dragon_z, t)
    generate_dragon_eyes(volume, dragon_x, dragon_y, dragon_z, t)

# Set random seed for consistent fire effects
np.random.seed(42)

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

for frame in tqdm(range(FRAMES), desc="Generating dragon"):
    volume = np.zeros((SIZE, SIZE, SIZE, 4), dtype=np.uint8)
    t = (frame / FRAMES) * 2*np.pi
    # Set seed for each frame to get consistent but animated fire
    np.random.seed(42 + frame//3)
    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 BODY_SEGMENTS to make the dragon longer or shorter.
  • Change WING_SPAN to create larger or smaller wings.
  • Modify dragon_colors to create different colored dragons (red, green, gold).
  • Increase FIRE_PARTICLES for more intense flame effects.
  • Add multiple dragons by calling generate_scene multiple times with different positions.
  • Experiment with the flight pattern by changing the orbit calculations in generate_scene.