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🎈 Floating Balloons

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Creating Lantern Animation

published on 8/21/2025
interactive example

3D Voxel Lantern Animation Tutorial

This guide walks you through how to generate a looping 3D voxel animation of lanterns using SpatialStudio. The script creates glowing lanterns that sway gently and emit warm light 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 6 lanterns, each with:
    • A rectangular paper body with traditional patterns
    • A metallic top and bottom frame
    • A warm, glowing interior light
    • Gentle swaying motion
  • Animates them floating and glowing for 8 seconds at 30 FPS
  • Outputs the file lanterns.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. Lantern body Lanterns are drawn as rectangular frames with translucent paper walls and decorative patterns.

  3. Light emission Each lantern contains a warm glowing core that illuminates the surrounding paper walls.

  4. Metal frames Dark metallic caps are added to the top and bottom for authentic lantern appearance.

  5. Animation loop A normalized time variable t cycles from 0 → 2π, creating gentle swaying and light flickering.

  6. 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 lanterns.py and run:

python lanterns.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/lanterns.splv"

# Lantern settings
LANTERN_COUNT = 6
LANTERN_WIDTH = 8
LANTERN_HEIGHT = 14
LANTERN_DEPTH = 8

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_lantern_frame(volume, cx, cy, cz, width, height, depth):
    # Metal frame color (dark bronze)
    frame_color = (80, 60, 40)
    
    # Top and bottom frames
    for dx in range(-width//2, width//2 + 1):
        for dz in range(-depth//2, depth//2 + 1):
            add_voxel(volume, cx+dx, cy+height//2, cz+dz, frame_color)
            add_voxel(volume, cx+dx, cy-height//2, cz+dz, frame_color)

def generate_lantern_body(volume, cx, cy, cz, width, height, depth, color, t):
    # Paper lantern walls with patterns
    base_color = color
    
    for y in range(-height//2 + 1, height//2):
        for x in range(-width//2, width//2 + 1):
            for z in range(-depth//2, depth//2 + 1):
                # Create hollow lantern (only walls)
                is_wall = (abs(x) == width//2 or abs(z) == depth//2)
                
                if is_wall:
                    # Add decorative pattern
                    pattern = np.sin(y * 0.5) * np.cos(x * 0.3 + z * 0.3)
                    brightness = 0.8 + 0.2 * pattern
                    
                    # Make paper slightly translucent looking
                    final_color = tuple(int(c * brightness) for c in base_color)
                    add_voxel(volume, cx+x, cy+y, cz+z, final_color)

def generate_inner_light(volume, cx, cy, cz, width, height, depth, t):
    # Warm glowing light inside lantern
    light_colors = [
        (255, 200, 100),  # Warm yellow
        (255, 180, 80),   # Orange glow
        (255, 220, 120),  # Bright yellow
    ]
    
    # Flickering effect
    flicker = 0.8 + 0.2 * np.sin(t * 8 + cx * 0.1)
    
    # Create glowing core
    core_size = 3
    for dx in range(-core_size, core_size + 1):
        for dy in range(-core_size, core_size + 1):
            for dz in range(-core_size, core_size + 1):
                distance = np.sqrt(dx*dx + dy*dy + dz*dz)
                if distance <= core_size:
                    intensity = (1 - distance/core_size) * flicker
                    color_idx = int(intensity * len(light_colors)) % len(light_colors)
                    light_color = light_colors[color_idx]
                    
                    final_color = tuple(int(c * intensity) for c in light_color)
                    if sum(final_color) > 50:  # Only add visible light
                        add_voxel(volume, cx+dx, cy+dy, cz+dz, final_color)

def generate_light_glow(volume, cx, cy, cz, width, height, depth, t):
    # Subtle glow around the lantern
    glow_color = (255, 200, 100)
    flicker = 0.5 + 0.3 * np.sin(t * 6 + cx * 0.15)
    
    for dx in range(-width, width + 1):
        for dy in range(-height//2, height//2 + 1):
            for dz in range(-depth, depth + 1):
                distance = np.sqrt(dx*dx + (dy*0.5)*(dy*0.5) + dz*dz)
                if width + 2 <= distance <= width + 5:
                    intensity = (1 - (distance - width - 2)/3) * 0.3 * flicker
                    if intensity > 0.1:
                        final_color = tuple(int(c * intensity) for c in glow_color)
                        add_voxel(volume, cx+dx, cy+dy, cz+dz, final_color)

def generate_lantern_cluster(volume, cx, cy, cz, t):
    # Lantern paper colors
    paper_colors = [
        (220, 180, 180),  # Soft pink
        (180, 220, 180),  # Soft green
        (180, 180, 220),  # Soft blue
        (220, 220, 180),  # Soft yellow
        (220, 180, 220),  # Soft purple
        (220, 200, 180),  # Soft orange
    ]
    
    for i in range(LANTERN_COUNT):
        # Arrange lanterns in a circle
        angle = (i / LANTERN_COUNT) * 2 * np.pi
        radius = 25
        
        # Gentle swaying motion
        sway_x = np.sin(t * 0.5 + i * 0.7) * 3
        sway_z = np.cos(t * 0.3 + i * 0.5) * 2
        float_y = np.sin(t * 0.8 + i * 0.4) * 4
        
        lx = int(cx + radius * np.cos(angle) + sway_x)
        ly = int(cy + float_y)
        lz = int(cz + radius * np.sin(angle) + sway_z)
        
        # Varying lantern sizes
        scale = 0.8 + 0.4 * np.sin(i * 0.3)
        width = int(LANTERN_WIDTH * scale)
        height = int(LANTERN_HEIGHT * scale)
        depth = int(LANTERN_DEPTH * scale)
        
        color = paper_colors[i % len(paper_colors)]
        
        # Build each lantern
        generate_lantern_frame(volume, lx, ly, lz, width, height, depth)
        generate_lantern_body(volume, lx, ly, lz, width, height, depth, color, t)
        generate_inner_light(volume, lx, ly, lz, width, height, depth, t + i)
        generate_light_glow(volume, lx, ly, lz, width, height, depth, t + i)

def generate_hanging_strings(volume, cx, cy, cz, t):
    string_color = (60, 40, 20)  # Dark brown
    
    for i in range(LANTERN_COUNT):
        angle = (i / LANTERN_COUNT) * 2 * np.pi
        radius = 25
        
        sway_x = np.sin(t * 0.5 + i * 0.7) * 3
        sway_z = np.cos(t * 0.3 + i * 0.5) * 2
        float_y = np.sin(t * 0.8 + i * 0.4) * 4
        
        lx = int(cx + radius * np.cos(angle) + sway_x)
        ly = int(cy + float_y)
        lz = int(cz + radius * np.sin(angle) + sway_z)
        
        # Draw hanging string upward
        string_length = 15
        for j in range(string_length):
            string_sway = np.sin(t * 1.5 + i * 0.5 + j * 0.2) * 2
            sx = lx + int(string_sway)
            sy = ly + LANTERN_HEIGHT//2 + j
            sz = lz
            add_voxel(volume, sx, sy, sz, string_color)

def generate_scene(volume, t):
    generate_lantern_cluster(volume, CENTER_X, CENTER_Y, CENTER_Z, t)
    generate_hanging_strings(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 lanterns"):
    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

  • Change LANTERN_COUNT to create more lanterns in the scene.
  • Edit paper_colors to customize the lantern appearances.
  • Adjust the flicker intensity for different lighting effects.
  • Modify the radius value to spread lanterns further apart.
  • Add wind effects by increasing the sway motion parameters.