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 Spring Animation

published on 8/21/2025
interactive example

Spring Animation - 3D Voxel Learning Example

This guide walks you through how to generate a looping 3D voxel animation of a spring using SpatialStudio. The script creates a colorful metallic spring that bounces, compresses, and extends 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

  • Generates a metallic spring with:

    • Helical coil structure made of connected voxel segments
    • Realistic compression and extension motion
    • Metallic sheen with highlights and shadows
    • Dynamic bounce animation
  • Animates the spring compressing and extending for 6 seconds at 30 FPS

  • Outputs the file spring.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. Helical geometry The spring is constructed using parametric equations that create a 3D helix with varying pitch.

  3. Compression animation The spring's height and coil spacing change over time using sine waves to create realistic bouncing motion.

  4. Metallic appearance Multiple shades of gray and silver create depth, with white highlights simulating metal reflections.

  5. Animation loop A normalized time variable t cycles from 0 → 2π, making the compression and extension loop smoothly.

  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 spring.py and run:

python spring.py

Full Script

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

# Scene setup
SIZE, FPS, SECONDS = 128, 30, 6
FRAMES = FPS * SECONDS
CENTER_X = CENTER_Y = CENTER_Z = SIZE // 2
OUT_PATH = "../outputs/spring.splv"

# Spring settings
SPRING_RADIUS = 15
SPRING_HEIGHT_BASE = 50
COIL_THICKNESS = 3
COIL_COUNT = 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 get_spring_colors():
    return {
        'base': (120, 120, 120),      # Base metal color
        'dark': (80, 80, 80),         # Shadow areas
        'bright': (180, 180, 180),    # Lit areas
        'highlight': (255, 255, 255)  # Metallic shine
    }

def generate_spring_coil(volume, cx, cy, cz, compression_factor, t):
    colors = get_spring_colors()
    
    # Calculate spring height with compression
    current_height = SPRING_HEIGHT_BASE * compression_factor
    
    # Generate points along the helical path
    steps = int(COIL_COUNT * 50)  # Points per full spring
    
    for i in range(steps):
        # Parametric helix equations
        theta = (i / steps) * COIL_COUNT * 2 * np.pi
        height_progress = i / steps
        
        # Spring position along helix
        x = cx + SPRING_RADIUS * np.cos(theta)
        z = cz + SPRING_RADIUS * np.sin(theta)
        y = cy - current_height/2 + height_progress * current_height
        
        # Add thickness to the coil
        for dx in range(-COIL_THICKNESS, COIL_THICKNESS+1):
            for dy in range(-COIL_THICKNESS//2, COIL_THICKNESS//2+1):
                for dz in range(-COIL_THICKNESS, COIL_THICKNESS+1):
                    if dx*dx + dy*dy + dz*dz <= COIL_THICKNESS*COIL_THICKNESS:
                        # Calculate lighting based on position
                        light_factor = (np.cos(theta) + 1) / 2  # Simple lighting
                        
                        # Choose color based on lighting and position
                        if light_factor > 0.8:
                            color = colors['highlight']
                        elif light_factor > 0.6:
                            color = colors['bright']
                        elif light_factor > 0.3:
                            color = colors['base']
                        else:
                            color = colors['dark']
                        
                        final_x = int(x + dx)
                        final_y = int(y + dy)
                        final_z = int(z + dz)
                        
                        add_voxel(volume, final_x, final_y, final_z, color)

def generate_spring_ends(volume, cx, cy, cz, compression_factor, t):
    """Generate flat end caps for the spring"""
    colors = get_spring_colors()
    current_height = SPRING_HEIGHT_BASE * compression_factor
    
    # Top and bottom end positions
    top_y = int(cy + current_height/2)
    bottom_y = int(cy - current_height/2)
    
    # Draw circular end caps
    for dx in range(-SPRING_RADIUS-2, SPRING_RADIUS+3):
        for dz in range(-SPRING_RADIUS-2, SPRING_RADIUS+3):
            distance = np.sqrt(dx*dx + dz*dz)
            if distance <= SPRING_RADIUS + 2:
                # Add end caps with some thickness
                for dy in range(-1, 2):
                    if distance < SPRING_RADIUS - 2:
                        color = colors['base']
                    else:
                        color = colors['dark']
                    
                    add_voxel(volume, cx+dx, top_y+dy, cz+dz, color)
                    add_voxel(volume, cx+dx, bottom_y+dy, cz+dz, color)

def generate_scene(volume, t):
    # Create bouncing compression effect
    # Spring compresses and extends in a realistic bouncing motion
    base_compression = 0.7 + 0.3 * np.sin(t * 3.0)  # Main bounce
    secondary_bounce = 0.05 * np.sin(t * 12.0)      # Secondary oscillation
    compression_factor = base_compression + secondary_bounce
    
    # Clamp compression to reasonable values
    compression_factor = max(0.4, min(1.2, compression_factor))
    
    # Generate the spring
    generate_spring_coil(volume, CENTER_X, CENTER_Y, CENTER_Z, compression_factor, t)
    generate_spring_ends(volume, CENTER_X, CENTER_Y, CENTER_Z, compression_factor, t)
    
    # Add some floating particles for effect (optional)
    generate_bounce_particles(volume, CENTER_X, CENTER_Y, CENTER_Z, compression_factor, t)

def generate_bounce_particles(volume, cx, cy, cz, compression_factor, t):
    """Add small particles that bounce off the spring"""
    colors = get_spring_colors()
    
    # Only show particles when spring is highly compressed
    if compression_factor < 0.6:
        particle_count = 5
        for i in range(particle_count):
            angle = (i / particle_count) * 2 * np.pi + t * 2
            radius = 25 + 10 * np.sin(t * 4 + i)
            
            px = cx + int(radius * np.cos(angle))
            pz = cz + int(radius * np.sin(angle))
            py = cy + int(20 * np.sin(t * 6 + i * 0.5))
            
            # Small particle
            for dx in range(-1, 2):
                for dy in range(-1, 2):
                    for dz in range(-1, 2):
                        if dx*dx + dy*dy + dz*dz <= 1:
                            add_voxel(volume, px+dx, py+dy, pz+dz, colors['bright'])

# 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 spring"):
    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 COIL_COUNT to create springs with more or fewer coils
  • Modify the compression_factor calculation for different bounce patterns
  • Change the metallic colors in get_spring_colors() for gold, copper, or other materials
  • Add + int(t*10) to the Y position to make the spring bounce vertically through space
  • Experiment with SPRING_RADIUS and COIL_THICKNESS for different spring proportions