Technically, the artist needs to (and does) credit the author of the artwork he referenced and only mention what and where from the character is. Given that, this is a 3d/gaming/technical thingie-ma-jibs website that does not (and probably shouldn't really) reflect on the circumstance of the character itself, but concentrate on creation and techniques used in creation. The name of the character is referenced, but nowhere on the original art the name Sam Riegel is mentioned. As much as critter community is nice and welcoming, this part of "CREDIT THIS OR CREDIT THAT" irritates me. IMHO, Credit is given where credit is due. This 3d model was made with learning purposes only, whereas the original art is being sold. Instead of commenting "GIVE CREDIT" comment "COOL ART OF SAM'S CHARACTER" or "GREAT CRITICAL ROLE ART". All that said, this is an amazing rendition of the original artwork of the character of critical role. As a critter, I love both this piece and the idea of other critter being so talented! Peace, a member of the wonderful critter family.
You need to make it clear that this is an interpretation of someone else’s character and credit them (Sam Reigel, from Critical Role).
As great as this is, it’s not actually “your character” so you should really credit Sam Reigel of Critical Role who created this character, and make it clear this is your interpretation of it, because you make it sound like it was all your idea.
Canvas is the graphic component of HTML5 game development, but it only has a drawing API, there is no data model like DOM to compose your application; you have to manually draw your application and manage rendering cycles to play it. Moreover, mouse events are only available at entire Canvas level and they also need to be processed manually.
Stage.js provides a DOM-like tree data model to compose your application and internally manages rendering cycles and drawing of your application, it also processes and distributes mouse and touch events to targeted tree nodes.
How it Works
A Stage.js application consists of a tree of nodes. Each node is pinned (transformed) against its parent and has zero, one or more image textures.
Each rendering cycle consists of ticking and drawing tree nodes. On ticking nodes adjust themselves to recent updates and then on drawing each node transforms according to its pinning and draws its textures.
Rendering is retained and is paused when there is no changed.