To make this animation-friendly you can make the light the parent of the volume object, and any transformations you make to the light will carry over to the child. Generally the lower your density is the harder it will be to detect any cutoffs, but that depends on what you need. You'll have to do a little adjustment to the bounding box and see how it looks. If we replace the cube with a cylinder we can move and scale the top and bottom faces such that they envelop the effective area of the light. To enable X-ray mode, simply go to the View menu and select X-ray from the drop-down menu. I will continue for the sake of a complete Cycles solution. If youre looking for a way to see inside your models, X-ray mode is the way to go This mode allows you to see through faces and edges in your model so you can check for any errors or problems. I'm not that familiar with it to be honest, so someone else may have a better answer. I think it would be applicable in Eevee, but it may take some additional work. Unfortunately, in Eevee every volume is rendered as a cube bounding box around the object. The core idea is sound for Cycles, since we can just use a different shape for a volume object. Which is that any lighting will be reflected towards the camera at a certain rate by the volume. You might already see the problem in this image, but introducing any world lighting makes it much more apparent. If you're not using world lighting, this could be as simple as a primitive cube bounding box around the light in question with a Principled Volume node. For this answer my scene is just 3 Spot Lights pointing down at a plane with a Strength of 200w.
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