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07 · Images, motion, and HTML video ​

OpenDesign makes more than static pages. Image generation, code-driven motion, and video are all in there, by different routes.

Image generation ​

There's an Image entry point, and you can also generate imagery inside a deck or page build as needed.

The supported models track the release; GPT Image, Seedream, and Nano Banana are the usual ones. Managed tiers open image models by plan; the free tier runs on your own key.

Sketch input ​

An easy capability to miss: it accepts hand-drawn input.

Draw something rough — a dragon, a screen — save the file, then reference it and ask for a real image or a real screen. It asks about orientation and background, generates, and drops the result back into your design files.

For people who can't draw, that's the point: you need an idea, not a skill. The sketch carries structure and layout intent, not craft.

The same trick works for prototypes — a crooked wireframe becomes a mature-looking mobile screen. See Playbooks / Sketch to app prototype.

Keeping the style consistent ​

The failure mode of batch generation is drift. Fix one image first:

text
All images use one style: [describe it].

Generate one first. Once I confirm it, reuse the same style
description for every subsequent image. Don't improvise per image.

Code-driven motion ​

There's a built-in motion skill producing pure SVG + CSS animation — every visual element is code.

That's considerably more useful than generating a GIF:

  • Drops into a deck or a page
  • Resolution-independent, sharp on a projector
  • Editable — change text, change colours, edit the code
  • Small

One community example is an animation of two anthropomorphic phones meeting and talking, done entirely in SVG and CSS.

Use it when a deck needs a moving diagram, a page needs an explanatory animation, or you're describing a process or a state change.

HTML video ​

The video line works with the hyperframes project: code-driven product prototype demos and data-visualisation animation.

Compared with conventional editing:

HTML videoConventional edit
SourceCodeA timeline project file
Changing dataChange an arrayRebuild that section
Version controlgit diffBinary file
RenderingRun it againExport again
SuitsProduct demos, data stories, launch shortsLive footage, complex editing

The fit is clear in both directions. It's right for feature demos, launch shorts, data stories, and changelog videos. It's wrong for anything involving filmed material.

See Playbooks / HTML video and motion shorts.

The desktop pet ​

Nothing to do with output, but worth a line: you can raise a desktop pet, including community-contributed characters. Save it and it lives on your desktop and interacts.

It says something about a project that cares how a tool feels, not only what it emits. Use it or don't.

Which one when ​

You wantUse
A poster, cover, or iconImage generation
An explanatory animationCode motion (SVG + CSS)
A paced product shortHTML video (hyperframes)
Entrances and transitions in a deckCSS animation, not 3D
A background with depthThree.js, in one or two places only

The priority order: CSS before 3D, code before generated images, real assets before generated ones. Each step down costs you control and editability.

Where it goes wrong ​

TrapHow it showsFix
Style drift across a batchEvery image looks differently sourcedApprove one, then batch
Text inside generated imagesGarbled letteringRequire no text in images
Motion as a GIFBlurry, heavy, uneditableUse code motion
Too much in one videoThe viewer can't followOne idea per shot
3D in a presentation deckDropped frames in the roomUse CSS animation

An unofficial community guide · compiled from open-design.ai public material and hands-on notes · the official docs win where they differ