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Your Level 1 music slideshow cut real photos to the beat. There was real art to work with. This chapter is for the opposite case: a hero character, a painterly scene, or sculptural objects that do not exist yet as a photo or a capture.

What code draws well — and what it doesn’t

Code-drawn HTML, CSS, and SVG excel where the medium is native. That means UI mockups, typography, geometric shapes, charts, pixel art, and 3D via Three.js. Illustration-led hero art is the exception. Characters, painterly scenes, and sculptural objects are what hand-drawn SVG is worst at. It tops out at clipart quality no matter how well you prompt.

The hybrid: generate the art, animate it in code

Ask for the still art from an image model, then move it with code:
Generate the hero artwork as an image (via the media-use skill’s image generation), then animate it with code. Anything that must move independently — eyelids, light beams, drawing lines — stays a code layer on top of the static art.
The generated image is one flat layer. Everything that has to move on its own stays a code layer above it.

Three rules that make this work

  1. Generate on a solid contrasting background. Magenta works well. It lets the subject key out cleanly. A light subject on a light background gets silently eaten.
  2. Key flat vector-style art with a chroma key (ffmpeg colorkey), not AI background removal. remove-background runs a human-segmentation matting model, so it is tuned for photographs and people. It reads flat art unreliably, and sometimes keeps the background instead of the subject. Save remove-background for photographs.
  3. Put a restraint clause in the generation prompt — “minimal, lots of negative space”. Image models fill the frame by default. A busy generated texture reads as cheap as bad vector art.

The difference, side by side

The same brief built both ways: four people arm in arm, warm gradient sweaters, flat-illustration style. Same animation beats, same craft layer of lighting, atmosphere, and grade. The only variable is where the figures came from. Hand-drawn SVG figures — clean, but the proportions and gesture read as clipart. Generated illustration animated as layers — real anatomy and editorial shading. The animated line still passes behind the figures, because the artwork was keyed to transparency.
Capstone thread — the Level 7 film’s Surface region rides on generated artwork. The mural is generated palette-neutral, then duotoned live by CSS from the composition’s two variables. So even the raster re-skins on a --variables render. That region is cut from the film below.
This is the clause in the full capstone prompt that buys the piece — prompt language you can lift for your own video:
[…] over a generated-artwork backdrop — a flat abstract mural evoking motion trails, generated palette-neutral (grayscale) and duotoned live by CSS from the two variables so it re-skins with everything else. The mural is a full-frame, screen-fixed backdrop: it never moves on screen — the widening iris circle alone reveals it already in place at full frame […] and it exits by fading out.
That clause, rendered — the region cut from the finished film. Next: Color grading and film effects — treat the media itself: tonal work, hue keys, print and analogue looks, and why the source matters more than the payload.