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Very telling side by side video. He fell into this trap once before. Rear leg pivot versus front leg pivot. MLB, and most private instructors, 20 yrs later, still doesn’t know the difference and continue to teach nonsense. 🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️ Simply open your camera.

68,665 görüntüleme • 1 ay önce •via X (Twitter)

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👀Connecting your coaching eye to your clinical reasoning! Observe the leg cycle of the leg closest to the camera on each drill. Can you see small medium then big elliptical on the right limb and very limited ones on the left? What does limb movement and synergies say about muscle properties and pelvic structure ? Does “technique” matter? Well only if you want to load specific tissues and create protective system tension. We had a really interesting 10.6 sprinter with repeated right side hamstring strains over the past year join our hamstring workshop. UPMC Sports Surgery Clinic 💪🏾Isokinetic tests have him really really strong on both limbs. 🔋Emg told a story of right side dominance and good lateral to medial hamstring balance whilst the left side was far more imbalanced with medial hamstrings dominating action that we assumed the lateral would. 🧐When we went on to the track, we saw similar things. 🚩Notably a reluctance to open up into late swing phase, avoiding long lever eccentric stress on the distal hamstrings…. ON THE LEFT LEG! Well this was noticed across a range of exercises velocities and complexities. 🏃🏾‍♀️ Drills with speed and locomotion, static fast drills as well as static slow drills. 🧐Movement illuminates structural qualities. 🧐Can you spot the difference in these two leg cycles? Could it be that the right side is repeatedly hurt due to the deficit in the left side. After all, if you can’t integrate late swing phase, then you will have poor negative foot speed. You will be able to accelerate…. But all the work will be on the right side the deeper you get into a sprint. Ed Mias Sportsmith

Jonas Dodoo

14,295 görüntüleme • 1 yıl önce

This is the prompt for figure 4 head lock: Begin with a low three-quarter view from Honoka’s left side, showing Arisa standing behind her head. Move closer gradually while keeping Arisa’s hips, knees, ankles, and Honoka’s defensive movements fully visible. 0.0–1.5 sec: Honoka lies facing upward, breathing heavily, with both knees slightly bent and her gloves near her chest. Arisa stands behind Honoka’s head with a wide, balanced stance. She studies Honoka briefly, then bends her knees and lowers into a controlled squat. 1.5–3.0 sec: Arisa sits onto the canvas directly behind Honoka’s head. She places both palms on the mat beside Honoka’s shoulders for balance, without grabbing Honoka’s wrists or arms. Honoka reacts by lifting her head and shoulders slightly and raising both gloves defensively. 3.0–4.8 sec: Arisa shifts onto her left hip and slides her right thigh beneath the back of Honoka’s neck and upper shoulders. Arisa’s right knee points diagonally toward Honoka’s left shoulder, while her right lower leg extends along the canvas beside Honoka’s head. Honoka tries to turn toward Arisa and pushes against Arisa’s thigh. 4.8–6.5 sec: Arisa swings her left leg across the front of Honoka’s upper chest and near shoulder. The back of Arisa’s left knee settles beside Honoka’s right cheek and shoulder line. Arisa keeps her left foot elevated briefly while adjusting the angle, preventing Honoka from sitting upright. 6.5–8.0 sec: Arisa bends her left knee more deeply and brings her left ankle toward the bend behind her right knee. At the same time, she lifts her right lower leg from the canvas and folds it inward, crossing it over the left ankle. Her knees close around Honoka’s head-and-shoulder line, creating a compact closed loop. 8.0–9.5 sec: Arisa secures the crossed-leg arrangement by placing the back of her right knee firmly over her left ankle. She flexes both feet, draws her heels closer to her hips, and rotates her torso slightly toward Honoka’s right side. One hand remains posted on the canvas while the other steadies her own shin. 9.5–11.5 sec: Honoka struggles fiercely. She grips Arisa’s lower leg with both gloves, bridges her hips high, twists her shoulders, and plants both feet against the canvas. She tries to turn onto her side and slide her chin and shoulder toward the open space. 11.5–13.2 sec: Arisa follows Honoka’s movement by scooting her hips backward several inches, keeping her knees tightly connected. She lowers onto one forearm, slightly straightens her upper leg, and pulls the opposite heel inward to stop Honoka from rotating free. 13.2–15.0 sec: Honoka continues resisting without surrendering. She bridges again, kicks her heels against the canvas, pushes at Arisa’s knee, and twists her torso from side to side. Arisa maintains the secured leg configuration with steady posture and controlled pressure. End with Arisa holding the dominant position while Honoka remains conscious, active, and still refusing to tap.

Angel Combat

14,190 görüntüleme • 18 gün önce

The discourse around the Eze penalty last night is fascinating. If nothing else it provides Arteta with an excuse as to how his team has been hard done by and robbed. He loves excuses. It’s a fascinating situation because I actually think the right outcome was reached albeit through the wrong process. Once given on the field under the current rules it shouldn't have been overturned. For that Arsenal can feel aggrieved. Don't forget Arsenal were the beneficiaries of an incredibly soft penalty in Leverkusen. It wasn’t overturned. I find the attached video interesting because it clearly shows how minimal the contact is. The defender doesn’t pin Ezes foot to the ground. Doesn’t smash into it. It brushes down the side of it. It’s where the still pictures of it were wildly misleading. Are we really saying that contact such as that is worthy of a penalty? What’s clear in the video is that Eze has absolutely made the most of the slight contact. I love the straight left leg. A very natural position. It’s a brilliant dive and normally it would have been rewarded. By saying that is a stone wall penalty all we are doing is encouraging such theatrics and cheating. Whenever you hear the words “that was clever” by a commentator they are intimating the player has cheated/made the most of it. We complain about refs all the time but what chance do they have when players are doing stuff like this. Until players are punished properly there is no disincentive for players to keep doing this stuff. I also find it fascinating when you have a foot brushed like this. When you compare it to all the holding/pushing/grappling at other times. Sometimes a contact sport and others not. Is this really what football has become?

Luke Paton

104,531 görüntüleme • 3 ay önce

EVERYONE PROMPTS THE ACTION. ALMOST NOBODY LOCKS THE IDENTITY — WHICH IS WHY TWO-CHARACTER SCENES FALL APART. Two freerunners racing across Tokyo rooftops, eight cuts, corkscrews over a rooftop gap at the end. The parkour is the easy part. Keeping them two separate people who never blend into each other is the part that actually breaks. Here's the full prompt built that way. Attach two reference photos as image_1 and image_2, and the same structure works for any multi-character action piece: FORMAT: 15 seconds, 16:9, 1080p, 8-cut cinematic ultra-advanced parkour footage. CHARACTERS: Two realistic individuals from image_1 and image_2. Use the attached images as absolute character references, and fully maintain the facial features, hairstyles, hair colors, skin textures, body types, height differences, outfits, color schemes, and age appearances of each person across all cuts. No altering into different people, face swaps, outfit changes, hairstyle changes, or mixing of the two individuals' features. SETTING: A sunny modern Japanese city reminiscent of Tokyo, Shibuya, and Yokohama — rooftops, alleys, staircases, railings, pipes, concrete walls. The two protagonists, as equals, race through at high speed running side by side, following, crossing paths, and coordinating. CUTS: 1. (00:00–00:01.60) Low-angle rear tracking. Both accelerate side by side and simultaneously kong vault over separate obstacles. 2. (00:01.60–00:03.40) Front low-angle. One wall runs the left wall, the other the right, then tic-tac to cross in midair and land on opposite rooftops. 3. (00:03.40–00:05.20) Lateral tracking. Consecutive precision jumps, then cat leaps to grab and climb a high wall. 4. (00:05.20–00:07.20) Rooftop tracking. The leader dash vaults, the trailer websters over the gap, then they swap front and back positions. 5. (00:07.20–00:09.20) Overhead moving camera. Both dive roll, then run side by side to speed vault a long railing. 6. (00:09.20–00:11.30) Handheld retreating from the front. One underbars, the other side flips, conquering the obstacle simultaneously. 7. (00:11.30–00:13.20) Drone from diagonal rear above. Both palm spin off left and right walls, kong vault, accelerate into the final jump. 8. (00:13.20–00:15.00) Climax. Both leap a large rooftop gap, each doing a corkscrew, camera circling them in midair as they land on separate rooftop edges — then run side by side into the distance. QUALITY: Live-action film quality. World-championship-level smooth freerunning. Realistic center-of-gravity shifts, muscle movement, natural landing impacts, swaying hair and clothing. Sharp background, natural motion blur only during high-speed movement. PROHIBITED: Facial distortion, altering into different people, face or body swaps, outfit changes, hairstyle changes, body type changes, limb multiplication, duplicates, body fusion, penetration, warping, floating, unnatural landings, anime style, CG style. A few things worth noticing about why it's built this way: The character block does identity work three separate times — the reference images, the "fully maintain" list, and the prohibited list at the end. That redundancy isn't padding; each one closes a different door the model tends to walk through. The prohibited list names the exact failure modes — face swaps, body fusion, limb multiplication. Telling the model what not to do is more effective here than describing what you want, because these are the specific ways two-character scenes collapse. Every cut assigns each person a distinct action — one wall runs left, the other right; one underbars, the other side flips. Giving them separate roles keeps them functionally two people, so the model can't average them into one. And the cuts are individually timed and framed. Long continuous motion is where identity drift creeps in — breaking it into eight discrete shots gives the model less room to blend them. Made in Seedance 2.0.

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112,231 görüntüleme • 16 gün önce