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Creating Hive Animation

published on 8/21/2025
interactive example

3D Voxel Animation Tutorial: Animated Hive

This guide walks you through how to generate a looping 3D voxel animation of a bustling hive using SpatialStudio. The script creates a detailed honeycomb structure with animated bees buzzing around, producing honey, 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
  • Builds a hexagonal honeycomb hive with:
    • Layered honeycomb cells
    • Golden honey dripping effects
    • Structural wooden frame
  • Animates 12 bees that:
    • Buzz around the hive in figure-8 patterns
    • Change speed and direction naturally
    • Have glowing wing effects
  • Runs for 10 seconds at 30 FPS with smooth looping
  • Outputs the file hive.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. Honeycomb structure The hive is built using hexagonal patterns with golden honey-filled cells and brown wooden framework.

  3. Bee animation Each bee follows a unique flight path using sine waves and circular motion to create realistic buzzing patterns.

  4. Wing effects Semi-transparent white voxels create the illusion of rapidly beating wings.

  5. Honey drips Golden droplets slowly fall from the honeycomb cells, adding dynamic movement.

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

  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 hive.py and run:

python hive.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/hive.splv"

# Hive settings
BEE_COUNT = 12
HIVE_WIDTH = 35
HIVE_HEIGHT = 40
CELL_SIZE = 4

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

def generate_honeycomb(volume, cx, cy, cz, t):
    # Honeycomb colors
    wax_color = (255, 220, 177)
    honey_color = (255, 193, 37)
    wood_color = (139, 69, 19)
    
    # Generate hexagonal cells
    for layer in range(-3, 4):
        for row in range(-8, 9):
            for col in range(-6, 7):
                # Hexagonal pattern offset
                offset = (row % 2) * (CELL_SIZE // 2)
                cell_x = cx + col * CELL_SIZE + offset
                cell_y = cy + row * CELL_SIZE
                cell_z = cz + layer * 6
                
                # Skip cells outside hive bounds
                if abs(cell_x - cx) > HIVE_WIDTH or abs(cell_y - cy) > HIVE_HEIGHT:
                    continue
                
                # Generate cell walls
                for dx in range(-2, 3):
                    for dy in range(-2, 3):
                        if abs(dx) == 2 or abs(dy) == 2:  # Cell walls
                            add_voxel(volume, cell_x + dx, cell_y + dy, cell_z, wax_color)
                        elif np.random.random() > 0.3:  # Honey inside cells
                            honey_level = int(np.sin(t * 0.5 + col * 0.2 + row * 0.3) * 2)
                            if dy <= honey_level:
                                add_voxel(volume, cell_x + dx, cell_y + dy, cell_z, honey_color)

    # Wooden frame
    frame_thickness = 2
    for i in range(-HIVE_WIDTH-5, HIVE_WIDTH+6):
        for j in range(frame_thickness):
            # Top and bottom frame
            add_voxel(volume, cx + i, cy - HIVE_HEIGHT - 5 + j, cz, wood_color)
            add_voxel(volume, cx + i, cy + HIVE_HEIGHT + 5 - j, cz, wood_color)
            # Side frames
            add_voxel(volume, cx - HIVE_WIDTH - 5 + j, cy + i, cz, wood_color)
            add_voxel(volume, cx + HIVE_WIDTH + 5 - j, cy + i, cz, wood_color)

def generate_honey_drips(volume, cx, cy, cz, t):
    honey_color = (255, 193, 37)
    drip_speed = 2
    
    for i in range(8):
        drip_x = cx + (i - 4) * 8 + int(np.sin(t + i) * 2)
        drip_start_y = cy + HIVE_HEIGHT + 3
        drip_length = int(6 + 4 * np.sin(t * 0.8 + i * 0.5))
        
        for j in range(drip_length):
            drip_y = drip_start_y - int((t * drip_speed + i * 10) % 20) - j
            if drip_y > cy - HIVE_HEIGHT - 20:
                add_voxel(volume, drip_x, drip_y, cz, honey_color)

def generate_bee(volume, bx, by, bz, t, bee_id):
    # Bee colors
    body_color = (255, 215, 0)  # Golden yellow
    stripe_color = (0, 0, 0)    # Black stripes
    wing_color = (255, 255, 255) # White wings
    
    # Bee body (elliptical)
    for dx in range(-2, 3):
        for dy in range(-1, 2):
            for dz in range(-3, 4):
                if dx*dx + dy*dy*4 + dz*dz <= 8:
                    # Add black stripes
                    color = stripe_color if dz % 3 == 0 else body_color
                    add_voxel(volume, bx + dx, by + dy, bz + dz, color)
    
    # Animated wings
    wing_beat = np.sin(t * 15 + bee_id) * 0.5 + 0.5  # Fast wing beating
    wing_alpha = int(wing_beat * 150 + 50)
    
    # Wing positions
    wing_positions = [(-3, 0, -1), (-3, 0, 1), (3, 0, -1), (3, 0, 1)]
    for wx, wy, wz in wing_positions:
        for i in range(3):
            for j in range(2):
                wing_x = bx + wx + int(np.sin(t * 15 + bee_id) * i)
                wing_y = by + wy + j
                wing_z = bz + wz
                add_voxel(volume, wing_x, wing_y, wing_z, wing_color, wing_alpha)

def generate_buzzing_bees(volume, cx, cy, cz, t):
    for i in range(BEE_COUNT):
        # Each bee follows a unique flight pattern
        angle_offset = (i / BEE_COUNT) * 2 * np.pi
        radius = 25 + 15 * np.sin(t * 0.8 + i * 0.3)
        height_offset = 10 * np.sin(t * 1.2 + i * 0.5)
        speed_variation = 1.0 + 0.3 * np.sin(i * 0.7)
        
        # Figure-8 pattern
        figure8_x = radius * np.sin(t * speed_variation + angle_offset) * np.cos(t * 0.5 + angle_offset)
        figure8_y = height_offset + 8 * np.sin(t * 2 * speed_variation + angle_offset)
        figure8_z = radius * np.cos(t * speed_variation + angle_offset) * np.sin(t * 0.5 + angle_offset)
        
        bee_x = int(cx + figure8_x)
        bee_y = int(cy + figure8_y)
        bee_z = int(cz + figure8_z)
        
        generate_bee(volume, bee_x, bee_y, bee_z, t, i)

def generate_scene(volume, t):
    generate_honeycomb(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_honey_drips(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_buzzing_bees(volume, CENTER_X, CENTER_Y, CENTER_Z, t)

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

# Generate animation frames
for frame in tqdm(range(FRAMES), desc="Generating hive animation"):
    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 more bustling hive.
  • Modify HIVE_WIDTH and HIVE_HEIGHT to change the hive size.
  • Add more honey drip points by increasing the range in generate_honey_drips().
  • Experiment with different flight patterns by adjusting the figure-8 mathematics.
  • Change the honey_color and wax_color to create different hive varieties.
  • Add sound effects timing by noting the t values for wing beats and bee positions.