Thursday, April 19, 2018

Youtube daily report Apr 19 2018

Nightcore - Faded (subtitles in video)

For more infomation >> 「Nightcore」→ Faded (Rock Version / Lyrics) - Duration: 2:36.

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R Letter | ABC Song | Learn ABC For Kids - Duration: 1:39.

R Letter | ABC Song | Learn ABC For Kids

R Letter | ABC Song | Learn ABC For Kids

R Letter | ABC Song | Learn ABC For Kids

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ตอบทุกคำถาม Huawei P20 - P20 Pro - Duration: 11:05.

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Apple | iMac Pro

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Mercedes-Benz S-Klasse S 350 d Lang 4MATIC AMG Line - Duration: 1:14.

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Mercedes-Benz S-Klasse AMG S 63 4MATIC Lang - Duration: 1:08.

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Mercedes-Benz S-Klasse S 500 e Automaat | COMAND | Leder | Burmester | 360 camera | LED - Duration: 1:12.

For more infomation >> Mercedes-Benz S-Klasse S 500 e Automaat | COMAND | Leder | Burmester | 360 camera | LED - Duration: 1:12.

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Mercedes-Benz GT S / Akrapovič Exhaust - Duration: 1:08.

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TF1 réclame une troisième coupure pub pendant les films, Twitter s'indigne (REVUE DE TWEETS) - Duration: 2:47.

For more infomation >> TF1 réclame une troisième coupure pub pendant les films, Twitter s'indigne (REVUE DE TWEETS) - Duration: 2:47.

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Après le terrible épisode dans lequel Patrick Nebout s'est fait abattre par Abdel, - Duration: 2:38.

For more infomation >> Après le terrible épisode dans lequel Patrick Nebout s'est fait abattre par Abdel, - Duration: 2:38.

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సుధాకర్ రెడ్డి నాట్యప్రయాణం | Sudhakar Reddy Dance | Kala Ravali | Sudhakar Reddy | Sudhakar Reddy.S - Duration: 20:13.

POOJA TV PRESENTS

For more infomation >> సుధాకర్ రెడ్డి నాట్యప్రయాణం | Sudhakar Reddy Dance | Kala Ravali | Sudhakar Reddy | Sudhakar Reddy.S - Duration: 20:13.

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Audi A3 Sportback 2.0 TDI Ambition S-Line S-Tronic XENON ADAPTIVECRUISE LEDER NAVI '13 - Duration: 1:13.

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MINI Cabrio COOPER S LEER NAVI XENON 170 Pk/125 Kw - Duration: 0:53.

For more infomation >> MINI Cabrio COOPER S LEER NAVI XENON 170 Pk/125 Kw - Duration: 0:53.

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Ubuntu: Convertir vidéo 60 fps en 30 fps en ligne de commande/terminal - Duration: 3:28.

For more infomation >> Ubuntu: Convertir vidéo 60 fps en 30 fps en ligne de commande/terminal - Duration: 3:28.

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Les 7 Samouraïs / Les 7 Mercenaires (John Sturges) - Part 3/6 - Total Remake - Duration: 23:43.

The phenomenal success of 'Seven Samurai'

in Japan, Europe and the U.S,

led several scriptwriters and filmmakers

to give their own versions of the story of brave and carefully chosen men

ready to give their life to save the oppressed.

'The Magnificent Seven' by John Sturges (1960),

being one of the most brilliant examples, was entirely based on the original film by Kurosawa.

Though most people are still unfamiliar with his name,

Sturges directed many successful films,

among which, 'Bad Day at Black Rock',

'Gunfight at the O.K Corral',

'The Great Escape'

but also 'Joe Kidd'.

YOUTH AND THE 1929 GREAT DEPRESSION

Let's focus on his story

in order to explain his breakthrough in Hollywood,

which later led to the production of 'The Magnificent Seven'.

John Sturges is an American filmmaker, producer and scriptwriter.

He was born on 01/03/1910

from a low class Irish father

and a well-raised American mother, Reginald and Grace.

He had one brother and one sister.

John later decided to keep the plural form of Sturge as his legal name.

He had many interests,

among which exploring nature,

the cow-boys, the wild west but also fishing.

This would later show up in his 1st films such as

'The Walking Hills' and 'A Woman in Jeopardy'.

Like Kurosawa, he watched a lot of silent films,

took acting lessons during middle and highschool where he played the role of 'Richard III' by Shakespeare.

He also successfully attended drawing and architecture classes,

which greatly improved his skills as a designer.

His mom, though well-off, went bankrupt after the Great Depression.

John thus had to work while being enrolled at Marin Catholic High in Kentfield.

He graduated in science, being particularly good in mathemathics.

Already working the night shift as a waiter to pay for his studies,

he also corrected copies for his professors during the day to earn a bit more money.

RKO – FIRST FORAY INTO FILMMAKING :

1931 was a pivotal year.

He moved to L.A with his family, working many jobs to make ends meet.

He answered to an ad by RKO, the oldest independent film company in the U.S,

and went on to work in the blueprint and art department.

Having recently graduated in architecture

and with his brother working at the art department to vouch for him,

he logically got the job.

RKO was back then dubbed 'The Little Major'

and its heads were constantly changing.

It is under Berman and Hughes' control that adventurous and rookie filmmakers

finally had a chance to distinguish themselves.

That was the case for Sturges, working at the art department, printing blueprints for 20$ a week.

He became a major asset for the company,

devising new systems he alone could read.

A hard worker,

he was offered the position of administrative assistant at the art department at only 23.

During his free-time, John would often stay on the sets and watch John Ford or George Stevens making their films.

TECHNICOLOR

David O. Selznick later assigned him a pivotal duty:

assisting some of RKO's key figures in the making of their films.

He would assist Robert Edmond Jones,

a production and costume designer from Broadway,

for the making of the short film 'La Cucaracha' in 1934,

the 1st of its kind to be shot with the latest Technicolor innovations.

In 1935, Selznick noticed that Sturges had a striking ability to solve technical during the making of films.

He consequently promoted him 'production assistant'.

He then kept collaborating with Jones and distinguished himself on successful films such as 'Becky Sharp',

the first feature film to use the newly developped three-strip Technicolor process.

Sturges, also working as a production designer,

gave the film the traditional 'Baroque' style RKO would be known for.

Always at the forefront of technological and cinematographic innovations,

Sturges worked on 'Dancing Pirate',

the 1st musical comedy film to be shot in Technicolor, in 1936.

Robert E. Jones then left and Sturges replaced him as RKO's only color expert.

Selznick, looking for someone able to develop this new technology for 'The Garden of Allah',

entrusted Sturges with this task.

Sturges also served as an intermediary between the company and the film crew.

Sturges definitely emerged as RKO's top color consultant.

EDITING & MIXING PROCESS

For the next four years,

Sturges held many positions and became RKO's most versatile employee.

He also improved his skills in editing and mixing

alongside two other promising men he then befriended:

Robson and Wise.

Wise gave the three of them the nicknames of 'Athos', 'Portos' and 'Aramis'.

In 1940, the chief of the editing department made him RKO's main editor.

«If you know how to edit a film, you know how to make one».

FIRST FILMS – WORLD WAR II

On 02/22/1942,

Sturges enrolled in the military, though showing no particular aptitude for combat.

Unlike Capra, Ford, Huston, Stevens and Wyler,

all officers and in charge of military filming crews,

Sturges was just a corporal.

Though a patriot serving his country, he also saw in the army the opportunity to gain more experience as a filmmaker.

After becoming a lieutenant, he started shooting short films for the Air Corps and intelligence services.

He was then sent to the 'First Motion Unit' in Fort Roach, in 1943.

There he met William Wyler,

with whom he was assigned the duty of filming bombers.

A year later they were assigned to the 12th combat camera crew.

Since they couldn't film from another plane,

they firmly fixed the cameras on the wings, cockpits and wheel wells.

Everything would then be filmed in 16mm and Technicolor.

After the war, Wyler promoted Sturges as co-director on 'Thunderbolt', a documentary on the 12th US Air Force.

a documentary on the 12th US Air Force.

This documentary helped further Sturges' reputation as a filmmaker.

THE COLUMBIA YEARS 1946-1949

Sturges eventually shot his 1st feature film in 1946, 'The Man Who Dared',

Harry Cohn being the company's head.

The same year he also made 'Alias Mr. Twilight', a great success.

He wrote an entirely new script and new dialogues as well as reorganizing the cameras' position.

Cohn, realizing Sturges' potential,

decided to entrust him with more opportunities, among which adapting literary works.

Sturges answered positively

and went on to make highly successful films such as

'The Sign of the Ram' and 'The Walking

THE MGM YEARS 1950-1955

Isadore Schary, head of MGM,

approached Sturges and gave him the opportunity to make 'The Mystery Street'

originally to be directed by William Wyler or Joseph Losey.

After being given a budget of 1M$,

Sturges said yes, having been used to work with tight budgets ranging from $100k to $200k,

with one or two takes tops, each time during his time at both RKO and Columbia.

While shooting the film,

he met Ferris Webster with whom he would collaborate for 25 years.

Upon its release in 1950, the film met with raving critical success.

Sturges was then a key member of MGM for which he would make about 20 films.

A SUCCESSFUL FILMMAKER & RECOGNITION

With 'A Woman in Jeopardy' (1953),

Sturges brilliantly showed his ability to solve the logistical issues

brought about by a scene where a man a trapped beneath a pier needs to be rescued

before the tide rises.

'Bad Day at Black Rock' (1955), was an even greater success for Sturges.

The film was an attempt to discuss racism and post-war anti-Japanese feelings

with heartland America as a backdrop.

It received four Academy Awards

(Best actor in a Leading Role for Spencer,

Best Director for Sturges and Best Screenplay for Millard Kaufman).

Spencer also received the Best Actor Award at the 1955 Cannes Film Festival.

RETURN TO RKO

That same year, Sturges remarkably ventured into submarine cinema.

Backed by Howard Hughes,

he was given carte blanche to direct 'Underwater!'

with a budget of 1 750 000$.

The film became a major grossing hit and displayed technological prowesses such as

the new Superscope with a 2:1 aspect ratio,

and underwater effects which would later inspire James Cameron for 'Abyss'.

The production costs were massive

and Hughes spared no expense to promote the film.

He invited 200 journalists in Silver Springs, FL,

to watch the film underwater with aqualungs and bathing suits.

The screening was conducted inside a submerged tank, the film shown from a glass boat

and loudspeakers were used to diffuse the sound through the water.

The screening took place at night, so that the image would be perfectly visible.

The screen itself was fixed on a tubular steel frame and placed 10ft underwater ;

The water was crystal clear; everything was perfect.

Despite a very innovative way to promote a film,

some people were left with mixed feelings:

- «I absolutey loved it!» - «That was foolish!»

Sturges was then a major filmmaker alongside Richard Brooks and Robert Wise.

Then in 1956, he distinguished himself with his 1st Western: 'Backlash'.

He kept on successfully making Westerns in 1957 with 'Gunfight at the O.K Corral',

based on real facts about the sheriff Wyatt Earp and his buddy Doc Holliday

(respectively played by Burt Lancaster and Kirk Douglas).

The filming lasted for 56 days and with a budget of 2M$ it eventually grossed 4,7M$

$ and another 6M$ after the film was re-released years later.

It received two Academy Awards for Best Editing and Sound Recording.

In 1958, he directed 'The Old Man and the Sea' after Hemingway's story of the same name,

which received many Academy Awards among which Best Scoring of a Dramatic Picture.

In 1959, he worked for the 2nd time with Kirk Douglas for 'Last Train from Gun Hill'.

That same year, then used to working with leading actors,

he shot 'Never so Few' starring Frank Sinatra and Gina Lollobrigida

but also those would become his two best shots, Charles Bronson and Steve McQueen.

THE MIRISCH COMPANY 1960-1963

The 50's were coming to an end and as Sturges' success was ever-increasing,

the Mirisch Brothers (Harold, Marvin and Walter) together founded 'The Mirisch Company' in 1957.

Their goal was to work with the best filmmakers and give them full permission to experiment.

Norman Jewison, hired by The Mirisch Company, recalls:

«Once we all had agreed on the budget, the Mirisch Brothers would give you full artistic and creative freedom.

They were totally supportive of filmmakers».

The Mirisches were very organized.

Harold the elder, was in charge of distribution, communication and advertising campaigns.

Marvin, was in charge of administrative duties such as signing or extending production contracts.

Walter, the youngest, was in charge of connecting individuals and approving projects.

During fall 1959,

he contacted Sturges to ask him to shoot the remake of Kurosawa's 'Seven Samurai'.

PRE-PRODUCTION

Sturges and the Mirisch Brothers then watched the film:

«We had the best time ever. It was one the most inspiring experience ever.

We were talking aloud while the film was running,

translating all of its sequences into the Western motif».

Yul Brynner was the 1st in line to portray the mercenaries' leader.

He was indeed the one who suggested Walter the idea to remake the film.

«It was, in my opinion, one the best Westerns ever made.

Except that it had been made in Japanese by Japanese people.

However, its form and substance made it ideal for an adaptation into a Western».

It is to be noted that Anthony Quinn had discussed the idea with Brynner

after getting in touch with producer Lou Morheim.

Morheim had optioned the rights to the film from TOHO for 250$.

He then drafted a script and told a few actors about his plan,

among whom Quinn, who was at the time making a film starring Brynner 'The Bucaneer'.

Everybody had various intentions regarding that remake.

Brynner wanted to make his debut as a filmmaker with that film.

Quinn wanted to play the role of Mifune

and Spencer Tracy was originally thought to portray the mercenaries' leader.

Brynner, whom Quinn dubbed 'One of most arrogant figure in the industry as well as an insufferable person',

rejected Morheim's script and bought the rights to 'Seven Samurai' back from him.

Brynner then ask scriptwriter Walter Bernstein to deliver an entirely new script.

While 'Solomon & Sheba' was being filmed,

Tyrone Power, the lead actor, died of an heart attack.

UNITED ARTISTS then asked Brynner to reprise the role.

Brynner, who had brilliantly performed in 'The King and I',

agreed, on condition that the company would fund the production of 'The Magnificent Seven'.

Yul, trying to take over the project, asked Martin Ritt to direct the film and claimed the main role.

Quinn, finding out about all these arrangements,

decided to get the rights to the remake back.

Sadly for him, Brynner had planned everything.

Their frienship would eventually fall apart before the public eye.

Brynner finally decided to change his mind and negotiated with The Mirisch Company.

Walter Mirisch was thus involved in a very chaotic project.

«I asked Yul why had things turned out this way but he never gave me a satisfying answer.

All I can say is that Quinn felt he had been duped and removed from the project».

Quinn then sued Brynner but ultimately lost in court due to a lack of written contract

as both had only verbally agreed to acquire the rights to the film together.

Walter Mirisch eventually settled the whole issue by acquiring the rights once and for all.

«Yul put a lot into that project

but we were the only ones to make a deal with the Japanese company to get the rights.

Nobody had the rights before us».

Walter also made it clear that this remake should be made by Sturges and not Ritt.

Ritt thus had to step out of the project

but ultimately had the opportunity to remake another Kurosawa's film,

, 'Rashomon' in 1964 with 'The Outrage', starring Paul Newman.

Lou Morheim sued The Mirisch Company, being the 1st one to be involved in that project.

A settlement was finally reached,

Morheim being given partial credit as a co-producer.

The production began with Sturges hiring Walter Newman for the script

and Charles Lang Jr as a cinematographer,

with whom he had previously worked on 'Gunfight at the O.K Corral' and 'Last Train from Gun Hill'.

Lang had previously won an Academy Award in 1934 for 'A Farewell to Arms'

and received a total of 18 nominations throughout his career.

He was thus the perfect choice for Sturges.

Elmer bernstein was chosen to score the film.

Though this remains his most famous work,

he has composed over 200 scores for films and tv.

Aside from regularly collaborating with Robert Mulligan,

Bernstein went on to work with contemporary filmmakers

such as Martin Scorsese or John Landis.

1960 STRIKE AND CAST

On 01/16/1960 the Writers Guild of America went on strike.

In March, the Screen Actors Guild went on strike as well.

The strike would last for 5 months and was a huge blow to the industry.

Sturges had to cast the actors in a very short time

and set up the production in Mexico within just one month.

He met actors he already knew,

Brynner being already chosen as Chris, the experienced mercenary.

The 1st actors to be hired were Charles Bronson, Brad Dexter and Steve McQueen.

McQueen was under contract for three films,

the 1st one, already released, being 'Never So Few'.

He immediately said yes for the role of Vin, the easy-going guy.

His contract with CBS for the tv-series 'Dead or Alive'

however didn't allow him to star in a feature film.

Sturges consequently persuaded him by asking Dean Jones

(who later became one of Disney main actors), instead to play that part.

This proved worth trying as McQueen was intentionally involved in car crash

and showed up on the set of his tv-series with a neck brace.

The show was thus put on hold and McQueen able to appear in the film.

O'Reilly, the wood chopper, would be portrayed by Charles Bronson

and Harry Luck by Brad Dexter.

German actor Horst Buchholz, newly arrived in the U.S and then performing in Broadway,

was cast as Chico.

Called 'The German James Dean',

the daring actor injured himself on the thigh while practicing with his pistol.

The casting continued with that of Lee, the dark and mysterious mercenary.

Robert Vaughn, 27,

recipient of an award for Best Supporting Actor for 'The Young Philadelphians', finally landed the part.

Vaughn was given the freedom to portray his character as he wished, drawing inspiration from the script

and wearing a jacket with stripes, a bow tie and leather gloves.

«I simply wore everything I wanted to wear.

This is something that people remembered long after the film was release

because my outfit was different from those of the other actors.

I guess it made me look like a dandy».

Sturges then running out of ideas for the role of Britt,

the taciturn and most experienced of them all,

finally asked Vaughn who suggested him to pick James Coburn,

one of McQueen fellow actors on 'Dead or Alive'.

Unlike brynner, who was already famous,

the others were just starting to break through in various tv-series.

For Calvera, the leader of the bandits,

Sturges trusted his instinct and told Mirisch he wanted to hire Eli Wallach.

Wallach was a broadway actor from the Actor's Studio

and had starred in 'Baby Doll' by Elia Kazan.

«You're insane! He's a 5ft 4 Jew from New-York who never rode a horse!

What are you thinking? It's never gonna work!».

«I don't want a powerful guy. This role can't be portrayed by a tall, strapping man.

He's like Mayer and Cohn, a conspirator, a negotiator...

The kind of hypocritical guy who justifies his deeds by twisting facts».

Though Walter eventually understood Sturges' point, Wallach was yet to agree.

«I didn't want to be a part of it in the 1st place.

I had seen 'Seven Samurai' and enjoyed it a lot.

However, I could only picture myself portraying Mifune, the nutty one».

He was finally convinced by Sturges

who told him that since he would show up late in the film,

there would be much expectations about him.

Wallach was nonetheless still skeptical,

for he knew that the producers would have the final say:

«What are they gonna think about it?»

«Eli, there is no 'they'; it's just about you and I».

Sturges eventually beat the deadline by 9hrs to recruit the entire cast!

It is one the very few 1960 films not to suffer from the S.A.G strike

as the the cast was completed before it commenced.

Right away after Coburn was picked, Sturges went to Mexico

to cast Calvera's men, local actors, and extras.

Moreover, some technical duties were assigned to Mexicans as the local government ordered.

LOCATION SCOUTING & SETTING

Sturges finally opted for Tepoztlan, known for its black mountains and Aztec pyramid,

next to the town of Cuernavaca.

Mexican art director, Eduardo Fitzgerald,

built the town square and a 16th century chapel so authentic

that local people would cross themselves everytime they passed in front of it.

Camarga, the border town where Chris and Vin meet, was built at the same time.

CENSORSHIP & MEXICAN DEMANDS

The Mexican government, following the controversy stirred by 'Vera Cruz' in 1954,

insisted on having Mexican censors on the set.

Consequently, the actors were always clad in clean white despite being peasants working in fields.

Quite hard then to make them look like poor and resourceless peasants!

The script would be revised many times throughout the entire film shoot by the censors.

«These censors are autocrats living inside a dream!».

Sturges thus tried everything to have Walter Newman on the set to solve this issue

and work on the characters and new dialogues.

Since Newman couldn't make it, Sturges asked another writer, William Roberts, to make the necessary changes.

The latter said no, claiming this would be in conflict with the rules of the W.G.A.

Roberts evenually said yes and his work as script doctor led the Guild to have him credited as co-writer.

Newman, infuriated, opted out of the project and refused to be credited.

It is only after all these twists and turns that Sturges was able to start filming.

And we'll see that it would be as chaotic as the pre-production!

That was the 3rd part of our series on 'Seven Samurai' and 'The Magnificent Seven' !

Thanks for watching !

Don't hesitate to subscribe to our Youtube channel and follow us on Facebook and Twitter.

And if you'd like to support us, there's Tipeee !

Stay tuned for the 4th episode.

Until then, here's a little recap.

Sayonara !

For more infomation >> Les 7 Samouraïs / Les 7 Mercenaires (John Sturges) - Part 3/6 - Total Remake - Duration: 23:43.

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Deadpool 2: The Final Trailer (2018) Ryan Reynolds,Josh Brolin,T.J. Miller [HD] (+Subtitles) - Duration: 2:24.

We gettin' close!

DEADPOOL: You all know the drill!

Intercept the convoy.

And watch out for Cable!

Hit it!

There's this kid, he's in trouble...

Move or die.

DEADPOOL: Pump the hate brakes, Thanos.

I ain't lettin' Cable get to him,

but I can't do this alone.

We need backup.

We're gonna form a super-duper fucking group.

It's time to get back on LinkedIn.

Meet Bedlam.

My name's Shatterstar.

Domino.

-I'm lucky. -(COCKS GUN AND FIRES)

DEADPOOL: Luck isn't a superpower.

And certainly not very cinematic.

-Yes, it is. -DEADPOOL: Let's meet

in the middle and say "No, it isn't."

Fuck it. It's showtime.

Whoo!

CABLE: You're no fucking hero.

You're just a clown,

dressed up as a sex toy.

So dark.

You sure you're not from the DC Universe?

DEADPOOL: Bring it on, One-Eyed Willie.

Your bullets, they're really fast!

Last but not least...

Peter.

DEADPOOL: Any power you wanna tell us about?

I don't... I don't have one.

Um, I just saw the ad.

DEADPOOL: You're in.

For more infomation >> Deadpool 2: The Final Trailer (2018) Ryan Reynolds,Josh Brolin,T.J. Miller [HD] (+Subtitles) - Duration: 2:24.

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俄S400实战时失灵?俄宣布一计划 或威胁美隐身战机 - Duration: 5:17.

For more infomation >> 俄S400实战时失灵?俄宣布一计划 或威胁美隐身战机 - Duration: 5:17.

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Cách Chữa Vêm Phụ Khoa An Toàn Hiệu Quả Từ Thảo Dược 365 - Duration: 4:49.

For more infomation >> Cách Chữa Vêm Phụ Khoa An Toàn Hiệu Quả Từ Thảo Dược 365 - Duration: 4:49.

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Laeti­cia Hally­day : avait-elle le droit de quit­ter les Etats-Unis pour aller à ... - Duration: 2:30.

For more infomation >> Laeti­cia Hally­day : avait-elle le droit de quit­ter les Etats-Unis pour aller à ... - Duration: 2:30.

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Amanda Sthers, pourquoi lâche-t-elle Laeti­cia Hally­day ? - Duration: 2:00.

For more infomation >> Amanda Sthers, pourquoi lâche-t-elle Laeti­cia Hally­day ? - Duration: 2:00.

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SALMON FISH SALAD RECIPE | Healthy Living & Wellness - Duration: 6:21.

today I'm back again and I'll show you one of my favorite recipes and that

includes a salmon salad this salmon salad is a budget-friendly salad and it

doesn't cost lots of money it costs maybe a few euros less than 20 you have

a very healthy meal for yourself the ingredients of this recipe are salmon

which I have around here and this is it and it's a biological salmon full of

protein it's really cut into small pieces and I'll show you later how to

prepare it and the second ingredient is going to use grapefruit which is full of

vitamin C and we're also going to use some pomgrante yeah

pomgrante seeds really really healthy and they're full of antioxidants

yeah and I think they are also going to be using is rouchil some greenery salad

we are going to know top it up with some greenery and so this is how it looks I

hope you won't be using all of it but we'll be using some of it and last but not least

we'll be finishing it up with our dressing with a dressing from olive oil

but this olive oil its flavoured with some lemons so lets start preparing

first of all what I would like to start with is I would like to start by cutting

my grape fruit which you're going to squeeze and

just one small spoon of olive oil you know just shake it up make sure it's

shaken up it looks very very beautiful on this plate yeah so once you

buy your salmon it's already cut into small pieces if they haven't cut it for

you just ask the people who sell it to give you the more you cut one this is

biological salmon very healthy and if you separate this sound into small

pieces it makes it easy for your guests to just pick a small piece and not to

take the whole take the whole salmon off you know so you can be able to share it

without problems separating it is not that easy but you get the heck of it

because it is really really tasty so what I'm going to do now is I'm going to

add some roucholi and those you have to wash your salad before you put it on

mine is already washed so you just have to try to decorate it in a way that

makes you feel comfortable and makes you feel great

sometimes you can also first put this salad under

under the plate and then put its own in the middle but the disadvantage of that

is that maybe you will have lots of this rouchili and it won't maybe be very good

if you already have too much of it so the next item I'm going to add on this

salad is I'm going to put the promagrante ground and pomegranate is full of

antique oxides and it will be it's really recommended for health purposes

so make sure that you use it accordingly try to add some of the salads just to

make it look you know decorative and then more pomogrante which makes it

different the last item we're going to include is

your prep juice from the grapefruit yeah mixed with your olive oils so going to

go along the ridge

what they say

it's old marinated now that you've finished decorating your

salad plate with salmon and rouchilli and pomogrante and you have finished it

off with your sauce it looks so tasty and appetizing but the

mouth is running with saliva and I cannot wait to test it I know it would

be so lovely I hope you can try this at home and I hope you enjoy including fish

as part of your diet it's full of protein and especially biological fish

such as this salmon yeah and that was it I hope you enjoyed don't forget to

subscribe if you're new here thanks for watching

For more infomation >> SALMON FISH SALAD RECIPE | Healthy Living & Wellness - Duration: 6:21.

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Best shotgun in Rainbow Six Siege? - Duration: 24:04.

What's up guys, Rogue-9 here and yes, I know that this one has been a long time coming.

You guys have been asking me to do a comprehensive shotgun review for months and months now and

I admit that I've been putting it off.

It's such a challenging topic to tackle because by their very nature, the shotguns

are pretty random in their effectiveness and very problematic to test but I have given

it my best shot and I am happy to finally be sharing these findings with you!

As always, if I drift off into rambling about minute details; feel free to consult the pinned

comment below for timestamps to the individual chapters of this video!

All the nitty-gritty data I have gathered on the shotguns will also be shared in my

only stat-spreadsheet, so do feel free to swing by there if you want a deeper insight.

And now, let's get this show on the road!

There are essentially four types of shotguns in Rainbow Six Siege: Pump-action, semi-auto,

the BOSG slug gun and Buck's Modular Accessory Shotgun System

(which I will refer to as MASS from now on).

I have already covered the BOSG in a previous video and since it essentially functions more

like a two shot DMR, I will be excluding it from this evaluation; Buck's MASS will be

evaluated alongside the semi-autos.

My effectiveness analysis and ranking of the weapons will be based on the following criteria:

Damage per pellet & damage drop-off, hip-fire & ADS spread, the fire rate, ADS times, reload times and recoil.

So let's kick things off with the damage per pellet and damage drop-off.

As you may already know, there are a few rules that apply to all shotguns in the game.

Each of them fires 8 pellets of buck shot at a time and one of those pellets will always

land perfectly in the middle of your point of aim with the remaining 7 dispersed around this.

Another general rule to keep in mind is that shotguns do not get a headshot damage multiplier.

Headshot damage per pellet is exactly the same as for body shots, so my first piece

of advice would be to always aim for the body, since you will have the greatest chance of

landing as many pellets as possible and thereby doing the most damage.

Another important factor is that all weapons in Rainbow Six Siege have a limited range.

Beyond that range, bullets will simply evaporate.

For most of the guns: pistols, rifles, DMRs, LMGs and SMGs this range is so great that

you will never really be able to notice the bullets disappearing but for shotguns the

maximum range is not that far.

As you can see in the test footage in the background, the shotgun pellets will disappear

at ranges beyond 40m and sure that is still a very long way by Rainbow Six Siege standards

but if you ever have the crazy idea of going for a spawn peek with a shotgun, you might

just end up in a situation where your bullets won't reach your target, so be aware!

When comparing the damage done by the individual

shotguns, we can see that, up until around 12m, the pump-action guns do more damage per

pellet on average than the semi-autos.

Between 12-18m the two types are pretty similar but beyond that, the pump actions regain a

bit of an advantage.

Diving into the two groups, the general rule we can see applied to most guns is that the

more powerful they are at close range, the weaker they tend to be at longer ranges.

Great examples of this are the GEO ITA12S sidearm, the GSG 9's M870, the MASS and the Russian SASG-12.

Conversely, guns like the ITA12L and Caveira's SPAS-15 are relatively weak up close but offer

more power at longer range.

And I say "relatively" weak because even the SPAS-15, with its 30 damage per pellet,

can still deal a combined 240 points of damage with every single shot; more than enough to

make any opponent regret taking you on at close range.

This rule of short vs. long range capability doesn't apply to every gun though.

Frost's Super 90 for instance, is quite weak at short range and even weaker at longer range.

Similarly, the SAS' M590A1 is one of the weakest pump-actions up close as well as at distance.

In terms of ranking the guns based on this first criterion alone, I would say that the

more powerful guns up close have an advantage over those with a little more power at range,

since the spread of the pellets will make shooting at ranges beyond 10m pretty ineffective anyway.

Hey, and that's the first aspect down already!

But of course if we really want to judge the damage output of these weapons the next factor

to take into account is the fire rate.

My assumption going into these tests was that each type of shotgun would have a fixed fire rate.

I.e. one fire rate for semi-autos and one for pump-actions.

But of course, this is Rainbow Six we're talking about

and any kind of standardisation would just be too simple.

As it turned out, there are a surprising range of calculated fire rates.

Amongst the pump-actions, I discovered three different fire rates.

The Japanese operators' SuperNova is the slowest firing shotgun of all, with a measly

fire rate of around 75 RPM, although it's only marginally slower than most of the other

pump-actions, which manage around 85 RPM.

At the top of this group is the GSG9's M870, with a fire rate of around 100 RPM.

So not only is the M870 pretty much the most powerful shotgun up to 5m distance in terms

of damage per pellet, but it also shoots the fastest….

Interesting.

Here's a quick comparison of what the three types of pump actions look and sound like

when shooting as fast as possible.

The semi-autos of course shoot significantly

faster and the slowest ones here clock in at around 200 RPM.

Significantly above this group is Valkyries SPAS-15 at 290 RPM, the SASG-12 at around

330 RMP and Ela's FO-12 at a massive 400 RPM.

And with this info, we can now calculate a maximum theoretical damage per second for

each gun, at each range.

The low damage per pellet of the SPAS-15 means

that even with its elevated fire rate, its damage per second output is not that huge.

The FO-12 and the SASG-12 on the other hand end up with an overall damage output that

is much higher than all other shotguns.

And, as long as you are within 3m of your target, Buck's MASS is also pretty powerful.

Keep in mind though, that the damage per second output is a theoretical value that assumes

that you can fire the gun as fast as possible and still hit every pellet of every shot.

For shotguns specifically, this measure is even more problematic than for regular guns

because no matter how good your aim, you will never be able to hit all of your pellets once

you reach a certain distance from your target.

But we'll get to spread in a second, before that, I think it's worth noticing that even

the most powerful pump action shotgun (the M870) still delivers less damage per second

than the weakest semi-auto shotguns (the M1014 and the Super 90).

Does that mean that the semi-autos are better than the pump-actions?

I would actually say overall, yes.

With the pump-actions you really need to make sure that you hit your first shot and that

you're close enough to get an instant down or kill if you want to survive the engagement.

With the semi-autos, the ability to spam fire in panic situations or after missing the first

shot, can allow you to survive where the pump-actions might not.

While this DPS data allows us to compare the shotguns on a theoretical level, the info

becomes very misleading once you're only a few meters away from your target since in

reality, many of the pellets of each shot will start to miss.

So now let's try to get a more realistic view of the damage output by taking into account

the hip-fire and ADS spreads.

Let me again start off with a few general rules.

Unlike other gun classes in the game, the hip fire spread for shotguns (and I assume

the same applies for the ADS spread) is not affected by your character's stance.

Crouching or lying down will not give you any spread advantage.

Moving on the other hand will open up the spread.

Furthermore, in the past, the amount of zoom provided by your optic could improve your

ADS spread and the benefit of the laser would stack while aiming down sights but neither

of those features are in the game anymore.

The laser will now only improve your hip-fire spread.

With those general rules out of the way, let's now look into the specific spread for each

gun and more importantly, let's try to use that data to adjust our DPS table.

I have measured the diameter of the hip fire and ADS spread for each shotgun and here is

an overview with the raw spread sizes in pixels.

Of course, the actual pixel count for the spread size will vary depending on your resolution,

so these numbers won't be exactly the same for everyone.

But there is an important lesson to be learned already.

Some of the shotguns (like the MASS and M590) benefit more from aiming down sights and others

benefit less (specifically the semi-auto defender shotguns) but the bottom line is that aiming

down sights is always worth it.

Here is an image with examples to show you just how much you can improve your gun's spread.

If you are going to breach with buck, hip-firing

gives you a much larger spread and bigger hole but if you are going to use the MASS

to fight, aiming down sights will MASSively improve your chances of landing multiple pellets.

The spread of the MASS in fact reduces by more than half when aiming!

The next thing we can do with these spread diameters, is to overlay the one for each

weapon (for hip fire, hip fire when moving and ADS states) onto a piece of test footage

showing an operator at various distances and then estimating how many pellets are likely

to land at each distance.

And this is where we finally come to some the really juicy conclusions.

Once we have an estimate for how many pellets will land when hip firing or aiming down sight,

for each shotgun at each range, we can estimate the damage for a single shot as well as an

adjusted damage per second that only takes into account how many pellets are likely to land.

Of course the estimated number pellets you can land at each distance, is not set in stone.

Depending on the individual pattern you end up with for any given shot, you may land 7

instead of 6 pellets… or maybe only 5…

Also, I purposefully picked a medium sized operator to compare the spread sizes to but

that means that smaller operators will receive less damage while larger ones may take more.

And a final caveat is that these damage tables will be only applicable to level 1 armour body shots.

For level 2 or three armour, the figures need to be multiplied by 0.9 and 0.8 respectively.

Despite these limitations, I think that the adjusted damage per second stats we can derive here

will still give us a clearer picture of the true damage output of each shotgun.

As you can see, the close range damage stats are of course not affected since you will

still be landing every pellet but once you push past 5-6m range, the damage output starts

dropping significantly across the board.

If you are hip firing or hip firing and moving at the same time that drop off will start

between 3 and 4 meters distance and will be even steeper.

Guns that are affected the worst by this are the GEO's ITA12S, Buck's MASS, Ela's

FO-12, and the Russian SASG-12.

Having an adjusted DPS is a great start when trying to rank the shotguns but with the estimated

pellet hit information, we can also calculate estimated damage per shot stats at various ranges.

This is especially useful, since it allows us to gauge at which distance you are likely

to get a one hit kill with each of the guns when you're aiming down sight, hip firing or hip firing and moving.

Let me mark the fields where you are likely to get a one hit kill in green.

Yellow fields may get you a one hit down but could also result in your opponent surviving

and orange fields will frequently not be enough to down your opponent but could still work

out for you if you get a lucky pattern.

Unsurprisingly, the pump action shotguns, with their much slower fire rate, have an

advantage of 1 or 2 meters critical hit range over the semi-autos.

And as much as the damage, damage drop-off and spread stats will vary from gun to gun,

these tables make it quite clear that they are still balanced quite well in terms of

their effective range (with the exception of maybe the ITA12L… that guns just seems bad).

The tables for level 2 and level 3 armour are not too dissimilar and I will let you

peruse those at your own leisure; link to my online sheet in the description.

And now, since aiming down sights is so important, it is also worth taking the ADS times into account.

Most of the guns have the same, or at least very similar ADS times but there are a few that stand out.

The difference between the first and second groups here is only one frame (at 60 FPS)

and so I would say that they are practically identical.

The next group is around 85ms slower than this and again, it is the semi-auto defender

guns that are being put at a slight disadvantage.

The weakest of all, with a significant disadvantage in terms of ADS time is Ela's FO-12.

It's time is almost half a second but since this shotgun is also capable of attaching

the angled grip you can take that time down to around 268ms.

The choice is yours, vertical grip for more stability, angled for a 40% better ADS time.

Ok, we're making good progress, there are only a couple of factors left to consider

and one of those factors is the reload time.

I discussed the reload times for the detachable magazine fed shotguns in a previous video

but as a reminder, those times are on screen now.

The SASG-12 stands out with the slowest full and tactical reloads.

The Six12s have the best reload times from empty but conversely they do not see an improvement

when going for a tactical reload and will therefore be amongst the slowest there.

The three remaining detachable mag shotguns will take just over three seconds for a full

reload and just over two for a tactical reload.

When it comes to the reload times of the fixed mag shotguns things become a little bit more

complex but let me try to break it down for you.

The first thing is that from the third shell onwards, the time it takes to load in a single

shot is consistently around 600ms for most guns.

The only exceptions here are the two ITA12s available to Mira and Jackal, which have a

slower time of 800ms per round and Frost's Super90 which clocks in at a slightly faster

time of around 580ms.

But the real differentiation with these guns comes from the reload of the first two shots.

When you go for a tactical reload, your operator first needs to tip the gun over onto the side

to start reloading and when reloading from empty, this is even worse because the gun

is tipped first to one side and then the other.

The slowest initial reload times from empty go to the ITA12 variants.

The GSG9's M870 reloads the quickest, followed by Valkyrie's SPAS-12 which is also above average here.

The M870 and SPAS-12 also have the best tactical reloads and again, the ITA12s are the slowest

but only by a small margin.

Ok, we've explored the damage, damage drop-off, fire rate, spread, ADS times and reload times

and that leaves only one factor left to look at: the recoil.

For the pump action shotguns recoil is a non-factor, since even the fastest firing example in this

group (the M870) still shoots so slowly that it will reset to the point of aim before you

can fire the next shot.

For the semi-auto shotguns on the other hand, recoil is very important and the overall trend

here is that the more powerful shotguns are harder to control while the less powerful

ones are much easier.

If we compare the in-game recoil patterns we can see that the Super90 and M1014 are

relatively easy to control, the two Six12 variants are a little harder, followed by

the SPAS-12 ad SPAS-15 and right at the end of the pack are the SASG-12 and FO-12.

You may notice the recoil on the FO-12 is actually a little weaker than on the SASG-12

but because of the outrageous fire rate of the FO-12, the felt recoil at max fire rate

is still stronger and that's why I am listing it at the end.

And with that, our analysis is finally concluded.

The important question now is what does all of this mean?

Let's start out with some general conclusion first.

If you are hip firing and moving, the semi-autos will only be able to get you a one hit down

or kill at up to around 5 meters (and that's with perfect aim against level 1 armour!).

Taking advantage of their superior fire rate is a must and it makes sense to always fire

more than just one shot, no matter how close you are to your opponent.

If you are aiming down sights, you can push the effective range out to around 7m but beyond

that, securing a quick victory can become a challenge.

Pump-actions can provide an effective range up to 10m but only if you aim down sights

and stand still; hip firing on the go will reduce this range down to 6-7m.

The key to winning gun fights with a shotgun in Rainbow Six Siege is picking your battles carefully.

This is easier to do as a defender, since you can position yourself in areas that give you the advantage.

On the attacker side, careful droning and planning your route to the objective to avoid long angles is key.

But now, over to the all-important question: "Which shotguns are the best and which

ones are underpowered?"

Clearly at the bottom of the pile is the ITA12S but that's neither surprising nor interesting

to discuss, since it is the only shotgun sidearm in the game and of course it needs to be underpowered

to balance out the fact that you can bring it with you alongside a more viable primary.

Although having said that, as long as you get into virtually touching distance, even

this gun can act as a decent backup.

Slightly more useful but not by an awful amount is its big brother, the ITA12L.

This guns relatively low baseline damage, aggressive damage drop-off and slower than

normal reload times make it a surprisingly bad choice and there is pretty much no reason

for anyone to use this gun ever.

Yes, it does have the best damage per pellet of all once you get past 13m but what's

the point when hardly any of them hit at this distance anyway?

Hibana and Echo's SuperNova has low baseline damage and a stupidly slow fire rate which

make it the next in line and although the SAS' M590A1 has a slightly better fire rate,

its steeper damage drop-off make it all in all pretty much just as bad.

And in terms of the pump actions that only leaves the French SG-CQB and the German forces'

M870 and I think their stats make it clear that they are definitely the best choices

when it comes to pump-action shotguns in Rainbow Six: Siege.

The highest baseline damage per pellet, relatively fast fire rates, the smallest possible spreads

and the best ADS times and these factors all combine to make both of these guns quite usable.

The M870 is clearly the overall winner for me, due to the better reload times and higher

baseline damage, despite the fact that the SG has a slightly longer effective one shot kill range.

But as I mentioned earlier, I believe that the semi-auto shotguns on the whole are a

more reliable choice over the pump- actions due to their superior fire rates.

At the bottom of this group is the gun formerly known as the Sniper90.

Nowadays Frost's Super90 has one of the lowest baseline damage stats with the harshest

drop-off of all and the mediocre spread, ADS times and reload times are just not enough to make up for this.

Just above the Super90 is the FBI's M1014 and the only reason I list it slightly higher

are the better ADS time and damage drop-off.

In all fairness though, the differences are probably minimal in practice.

Above this, I would list the Valkyrie's SPAS-12 since it has more power at the closer

ranges and also a reload time that appears to be just a little faster than all of the

other shotguns featuring fixed magazines.

Another step above that are the two Six12 variants which have similar power but better

spread and great reload from empty.

Among my top listings for the shotguns in Rainbow Six are Caveira's SPAS-15 and surprisingly

also Buck's MASS and even though the stats of these guns are very different, I would

say that their overall performance is quite comparable.

The SPAS-15 is the weakest shotgun in terms of baseline damage but makes up for this with

a superior fire rate and the best possible hip fire while moving spread.

The MASS is very powerful up close with harsh damage drop-off and while the hip fire spread

is poor, the ADS spread is the best one possible, so it's a good thing that the MASS gets

the best possible ADS time as well.

Both guns have great tactical reload times, so make sure that you take advantage of that whenever possible.

And that only leaves two contenders for the overall top spot: Ela's FO-12 and the Russian

SASG-12 and the winner is… drum roll please…..

the SASG!

Ela's FO-12 is definitely a force to be reckoned with.

Decent power at all ranges, combined with the fastest fire rate out of all shotguns,

give this gun and insane DPS.

The tactical reload time is very good and as long as you attach the angled grip, you

will have the best ADS time out of all shotguns.

Yes, the super high fire rate and challenging recoil make the gun hard to control but as

long as you are close enough, you can still absolutely shred your opponents.

But after all of this, my clear number one out of all of the shotguns in Rainbow Six

Siege is the Russian SASG-12.

Yes, its high fire rate and challenging recoil make it harder to control than most other

shotguns but it's still easier to handle than its closest rival, the FO-12.

There are a couple of other downsides like slow reload times, a relatively slow ADS time

and relatively large spread when aiming or hip firing and moving but nothing can argue

with its baseline damage combined with its great fire rate.

Whether you're playing as Kapkan, Tachanka or Finka, the "Sausage-12" can definitely

help you get the job done!

And that's it.

FINALLY!!!

My definitive shotgun review for Rainbow Six Siege is complete….

Until the dev team decide to rebalance these guns...

But for now, these stats will stand and I really hope that all this effort was worth

it and that you managed to take away some useful info.

If so, likes are very much appreciated (hint hint!)

Over to you, what are your favourite shotguns?

And was there anything about the info I uncovered that was surprising you?

Do let me know in the comments section below and as always, if you have any suggestions

for topics I should cover in future, go ahead and post those as well.

And with that… thank you all for watching, I hope you enjoyed the video and I will see

you in the next episode!

For more infomation >> Best shotgun in Rainbow Six Siege? - Duration: 24:04.

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After 1h30 of journey, here we are finally at the Hallyu Night

Let's Go !

Dance contest

So, the Hallyu Night is already over

I hope you enjoyed the video

Don't hesitate to see my cover here

And I say you "see you" ! Bye !

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