examples

79 interactive examples

1

Snake 3D

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Creating Yoyo Animation

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Creating Wooden Planks Animation

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Aug 21
4

Creating Windstorm Animation

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Aug 21
5

Creating Windmill Animation

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Aug 21
6

Creating Whale Animation

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7

Creating Waterfall Animation

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Aug 21
8

Creating Volcano Animation

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Aug 21
9

Creating Vaporwave Animation

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Aug 21
10

Creating Tree Animation

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Aug 21
11

Creating Tornado Animation

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Aug 21
12

Creating Sun Animation

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13

Creating Stone Wall Animation

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Aug 21
14

Creating Spring Animation

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Aug 21
15

Creating Spider Animation

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Aug 21
16

Creating Spaceship Animation

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17

Creating Solar System Narration.Txt Animation

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Aug 21
18

Creating Solar System Educational Animation

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Aug 21
19

Creating Solar System Animation

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Aug 21
20

Creating Snowglobe Animation

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Aug 21
21

Creating Snake Animation

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Aug 21
22

Creating Script Generation Warning.Md Animation

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23

Creating Sailboat Animation

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Aug 21
24

Creating Robot Animation

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25

Creating River Rapids Animation

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Aug 21
26

Creating Rainbow Animation

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27

Creating Prism Animation

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28

Creating Pinwheel Animation

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Aug 21
29

Creating Pine Tree Animation

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Aug 21
30

Creating Phoenix Animation

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31

Creating Pendulum Animation

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Aug 21
32

Creating Octopus Animation

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Aug 21
33

Creating Mushroom Animation

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Aug 21
34

Creating Metronome Animation

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Aug 21
35

Creating Meteor Animation

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Aug 21
36

Creating Metal Plates Animation

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Aug 21
37

Creating Lissajous Animation

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Aug 21
38

Creating Lightning Animation

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Aug 21
39

Creating Lighthouse Animation

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Aug 21
40

Creating Lava Lamp Animation

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Aug 21
41

Creating Lantern Animation

3D Voxel Lantern Animation Tutorial This guide walks you...

Aug 21
42

Creating Kite Animation

3D Voxel Animation: Flying Kites This guide walks you thr...

Aug 21
43

Creating Kaleidoscope Animation

Kaleidoscope 3D Voxel Animation Tutorial This guide walks...

Aug 21
44

Creating Jellyfish Animation

Creating 3D Voxel Jellyfish Animation This guide walks yo...

Aug 21
45

Creating Inner Planets Orbit Animation

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Aug 21
46

Creating Hourglass Animation

Hourglass Animation Tutorial This guide walks you through...

Aug 21
47

Creating Hive Animation

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Aug 21
48

Creating Grass Animation

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Aug 21
49

Creating Geyser Animation

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Aug 21
50

Creating Gear Animation

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Aug 21
51

Creating Fountain Animation

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Aug 21
52

Creating Flower Animation

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Aug 21
53

Creating Fish Animation

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Aug 21
54

Creating Fireworks Animation

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Aug 21
55

Creating Fireflies Lissajous Fast.Splv Animation

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Aug 21
56

Creating Fern Animation

3D Voxel Animation: Fern This guide walks you through how...

Aug 21
57

Creating Earth Orbit Animation

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Aug 21
58

Creating Dragon Animation

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Aug 21
59

Creating Disco Ball Animation

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Aug 21
60

Creating Demon Animation

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Aug 21
61

Creating Crystallization Animation

Crystallization Animation Tutorial This guide walks you t...

Aug 21
62

Creating Crystal Animation

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63

Creating Cosmic Formation Animation

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Aug 21
64

Creating Coral Reef Animation

Coral Reef - 3D Voxel Animation Learning Example This gui...

Aug 21
65

Creating Compass Animation

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Aug 21
66

Creating Cloud Animation

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Aug 21
67

Creating Clock Animation

3D Voxel Clock Animation Tutorial This guide walks you th...

Aug 21
68

Creating Castle Animation

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Aug 21
69

Creating Carousel Animation

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Aug 21
70

Creating Candle Animation

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Aug 21
71

Creating Campfire Animation

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Aug 21
72

Creating Cactus Animation

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Aug 21
73

Creating Butterfly Animation

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Aug 21
74

Creating Bush Animation

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75

Creating Brick Wall Animation

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76

Creating Blackhole Animation

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Aug 21
77

Creating Beehive Animation

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78

Creating Aurora Animation

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Aug 21
79

🎈 Floating Balloons

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Aug 21
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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.