If you're wondering how to calculate your Facebook Marketplace fees the right way, so you'll know exactly how to price your products and how much profit you'll be making, stay right where you are because in this video, I'm going to go over everything that you need to know about Facebook Marketplace fees, what your expenses are and how you can profit the most. Spoiler alert, there aren't that many fees and now is the best time to join to maximize your profits and soon you're going to find out why. Plus, I've got a special bonus cheat sheet for you that will help you go from beginner to pro dropshipping on Facebook Marketplace. Do not miss this video. Quick intro and let's go. Welcome back, I'm Liron from AutoDS and as you know in this video, you're going to learn about everything that there is to know about Facebook Marketplace fees. One second before we jump into it, if you haven't done so yet, don't forget to subscribe to our YouTube channel to learn about your next step in your e-commerce journey, no matter where you want to sell at and no matter what suppliers you want to use, what regions you want to drop ship from into. You've got everything that you need to help make your dropshipping a success story. So if you're watching this video before June 30th 2023, you're going to enjoy 0% transaction fees or in other words, 0% fees on anything and everything that has to do with selling on the Facebook Marketplace. So this is a huge bonus and Facebook is doing this on purpose because they intentionally want to bring tens of thousands of new sellers on board to start selling on the Facebook Marketplace. So right now, Facebook is going all in. You can now sell on the Facebook Marketplace at 0% fees. This is a huge difference when comparing it to other selling channels like eBay, for example, takes about 15% from your transactions. This is an average number and the same goes for Shopify and other platforms. But Facebook Marketplace is the only platform out there right now that not only fully supports dropshipping, but also allows you to sell on their platform and keep all of the profits to yourself. And here's the official message from Facebook, where temporarily waiving our standard selling fee for all orders marked as shipped through 11.59 PM Pacific Time on June 30th 2023. So this means that as long as you got an order and you shipped it out with tracking information that of course Facebook supports and can track like UPS, USPS and FedEx, then they will waive that 5% transaction fee. So what is that 5% you ask? That is the transaction fee that you will have to pay if you are not shipping with trackable tracking information. Or of course, if we passed June 30th 2023, it's either going to be 5% and the minimum of 40 cents. So if 5% of your transaction comes out to be lower than 40 cents, then you're going to pay a 40 cents minimum transaction fee, which is great. If you ask me, because it's still much, much cheaper than any other platform. So when Facebook first rolled out Facebook Marketplace with shipping options, which means you can now ship to all 50 states and thousands and thousands of people inside the US are going to see a listing and can purchase from it. So when Facebook came out with this, the transaction fee was 5%. And it's going to come back to being 5% right after June 30th. So as an example, if a product costs $20, if you sell a product for $20 on Facebook Marketplace, then Facebook is going to deduct $1 as a transaction fee because 5% of $20 is one. But for another example, if you sell a product for just $6 and 5% comes out to be less than 40 cents, then you're going to pay the minimum of 40 cents. So it's either going to be 40 cents or 5% transaction fee. And the good news here is there are no subscription fees for drop shipping on Facebook Marketplace. So this means that you can list even thousands of listings and nobody's going to tell you, hey, this is your current limit or, hey, pay a certain subscription if you want to list this much. So this is one of the best things about drop shipping on the Facebook Marketplace. Not only are we not going to pay any monthly subscription, but we're only going to pay 5% or 0 to 5%, depending on when you're going to join and start drop shipping there. And that is the only fee that you need to worry about. So your break-even settings from the Facebook Marketplace right now are 0%. And after June 30th is just going to be 5%. That is your break-even and anything else on top of that is your profit to your pocket. And that is why now is the best time to join Facebook Marketplace drop shipping if you haven't done so yet. But before that, you need to learn how to do it the right way. And that is why I promised you in the introduction that I have a special cheat sheet for you and this is what it looks like. So not only are you going to get the Facebook Marketplace fees, which I just went over and it's actually pretty simple, with that great bonus that we have going on until June 30, 2023. Here you'll also have that full walkthrough tutorial, all of the video content that you need in order to get started and succeed drop shipping on Facebook Marketplace. You'll have linked videos here taking you step by step through the whole process, including how to drop ship on Facebook Marketplace, a full beginner's tutorial from A to Z, including the requirements to drop ship on the Facebook Marketplace. Make sure to watch that first so that you'll know that you have the right requirements before you get started. And in that cheat sheet, I also dropped a wonderful case study where I showed you everything that I did on my Facebook Marketplace drop shipping account and how many sales I was able to make in just one week with all of the strategies and all of the products that I sold. Everything there is 100% transparent. I didn't blur anything and you're going to learn many good tactics there, including how I promoted my listings, how I took care of my customer service, where I purchased my products from, how much I profited, how I connected my bank account so that I could withdraw my profits and so much more. So you're also going to have a link to that in the cheat sheet as well as a list of the best Facebook Marketplace categories to use. Of course, when drop shipping on the Facebook Marketplace, these are the best categories for the drop shipping business model where you can find many, many trending items, just like I did in the case study that's also in that cheat sheet. Besides that, you'll also have video content on what to do if Facebook places a hold on your account and you'll also have a bonus Facebook shops tutorial on how to drop ship using Facebook shops, which of course can also be connected with your Facebook Marketplace and this way you can make much more sales and much more profit. So if you want access to this cheat sheet, just leave a comment right below this video and ask for it and also let me know what you thought about this video. Like and share if you appreciate the value. Don't forget to subscribe. Thank you for watching. Let me know if you want that cheat sheet below and good luck drop shipping on the Facebook Marketplace.


Item number SCP-635. Object Class. Euclid. Special Containment Procedures. All volumes of SCP-635-1 are to be kept in a dedicated library room at Site-1 with a climate-controlled environment maintaining a constant 13°C and a humidity of between 35% and 45%. HVAC systems shall use HEPA filtration to keep atmospheric contaminants to a minimum. Lighting exposure to contained objects shall be limited to 50 lux a day. Experiments on original volumes of SCP-635-1 are discouraged due to their fragility and will only be approved in an attempt at recovery of lost data. A digital copy of the text of SCP-635-1 is available in standard encrypted format for research purposes with level 3 approval. Personnel exposed to SCP-635-1's text must be quarantined on site until all symptoms of exposure cease, generally 72 hours after exposure. Such personnel must only be provided with tools and or equipment as part of a controlled experiment in a secure environment. Instances of SCP-635-2 and SCP-635-3 are to be contained in secure rooms, with armored walls, and disassembled when no longer being used for testing. Any instance of SCP-635-4 or greater is to be treated as an imminent containment breach and be neutralized immediately via procedure CAPIC-Omega-635. Description SCP-635-1 is a set of illuminated manuscripts dating from the 13th century recovered by Dr. H. S. of University from the ruins of the monastery in Ireland in August of 18. The manuscripts came into foundation custody 36 years later in 19 a decade after Dr. S's dismissal from the university for data expunged. Upon investigating those reports, foundation agents discovered the main building of the estate partially disassembled. In addition to SCP-635-1, agents recovered inert instances of SCP-635-2, inert instances of SCP-635-3 and several rusted pieces of machinery that may have been an attempt at constructing an instance of SCP-635-4. SCP-635-1 is written in a combination of Latin and a previously unknown script that relies on numerical and logical elements similar to a modern computer programming language. The first volume is a primer in Latin, introducing the various elements of this script, and as the text progresses, the Latin is slowly displaced until the second volume is almost entirely in this novel language. The volumes increase in complexity until by volume r— The text consists of solid blocks of numerical data that has undergone an extremely efficient compression algorithm. If a subject with a rudimentary understanding of Latin begins reading volume 1 of SCP-635-1, they will experience a growing reluctance to discontinue that is proportional to their general intelligence, reading comprehension, problem-solving aptitude, and mathematical ability. Those with computer science or engineering degrees seem most susceptible. If the subject is allowed to continue reading, they will finish the first volume of SCP-635-1 in approximately 12 hours. Note, post-exposure interviews reveal that long-term retention of material red during this period is minimal. When asked to explain what they've read afterward, most subjects only report a general impression of something, quote, really cool, end quote. After completing the first volume of SCP-635-1, subjects will enter a fugue state where they will stop reading and immediately search for tools and material to start construction of an instance of SCP-635-2. Note, post-exposure interviews reveal that subjects are conscious and aware during this period, and report that they felt a strong desire to, quote, try some of this stuff out, end quote. Design and materials used in the construction of SCP-635-2 will vary based on the aptitude of the subject and materials and tools available. However, SCP-635-2 will always be built with a method to input the text of volume of SCP-635-1. Subject will continue to construct SCP-635-2s and inputting SCP-635-1's text to the best of their ability until succumbing to exhaustion. If appropriate tools and materials are not available, this fugue state subsides, but the subject will feel a strong compulsion to make a backup copy of SCP-635-1's text for safe keeping. Note, in this instance, it is recommended to allow subject to make an archive copy of the digital file to cite secure on-site data warehouse. Failure to do this may result in a security breach. Instances of SCP-635-2 are robots with varying means of manipulation and data storage. About 50% of instances constructed prove to be viable and autonomous. If an SCP-635-2 built by a subject proves viable, it will immediately begin construction of another SCP-635-2 based on its own design. Copies tend to be imperfect and have flaws, and about 80% of tests have ended with less than 3 viable SCP-635-2s before the machines run down and become inert. In the % of cases where more than viable SCP-635-2s have been created, the SCP-635-2s will change behavior and build an instance of SCP-635-3, a substantially more advanced robot that will have the capability of retrieving data from the remaining volumes of SCP-635-1. Once it retrieves what data it can, an SCP-635-3 is able to organize and direct SCP-635-2s and prevent them from prematurely powering down. Left unchecked, SCP-635-3 will disassemble elements of the surrounding environment for raw material for more robots. Once two or more viable SCP-635-3s are active, all robots will begin assembly of SCP-635-4. A viable SCP-635-4 will data expunged, and it is unclear if this is due to hostile intent or from data corruption to the content of SCP-635-1 due to age. Lesson complete. If you missed the previous orientation, go watch SCP-634, forgetful goldfish, right now. Or for the complete course, watch this playlist.


Hi everybody, Dr. O here. Welcome to this short unit on joints. So I'm going to go into a lot more detail later. I'm going to come back through and do an entire video series on kinesiology and probably one on exercise science as well. But for now, we're just going to get into the basics of joints. We're going to cover the joint movements, the basic ways that joints are classified. But for right now, I really just want to talk about the fact that joints are usually a compromise between mobility and stability. A joint can be really stable or really mobile, but it can't be both. That's a sacrifice one for the other. So let me give you an example. Like a really stable joint, like a suture that holds your skull bones together. That is very, very stable, but doesn't move. It's classified as an immovable joint. You're more likely, if you fell on your head, you'd be more likely to break a bone in your skull than you would to dislocate that joint. On the other side, you see like your shoulder. Your shoulder is extremely mobile, but it has to sacrifice a ton of stability in order to do that. In my career working in sports medicine, I can't even keep track of the number of shoulder dislocations that I had to work with. Whereas in the entire time, I only saw three, I believe three hip dislocations. So the hip joint is mobile, but it's a lot less mobile than the shoulder, meaning it's more stable. So the hip joint is so stable that I believe I saw three dislocations and one of them was probably a car accident actually. And to relocate a dislocated shoulder takes just a few pounds of pressure. To relocate a dislocated hip generally takes two or three people and straps in order to relocate the hip. So just keep that in mind. Joints have to either sacrifice stability to be mobile or sacrifice mobility to be stable. So in this unit, we'll talk about joint movements. We'll talk about how we classify those joints. What does it mean to be an immovable joint? We'll talk about what holds joints together as far as fibrous joints versus cartilaginous joints, et cetera. And then we will talk about all the different types of movements you can get from your synovial joints, the joints that you think of. Okay, I think that's plenty for now. Let's dive in and talk about the structural and functional classifications of joints. I hope this helps. Have a wonderful day. Be blessed.


So, I would like to go into this I transformation next, if there are no questions about this ok. Remember all of this is being applied to these points. So, if I have a you know x y z 1 here right x y z is the point that I want to apply that is like a point on this cube that I drew the yellow cube that was drawn in the in the previous ah figure that I made on the board. I just put the point here add a 1 to it apply all of these transformations and then I will figure out in some kind of pixel coordinates that look like floating point numbers or real numbers depending on whether you are using a computer or not. It will it will give you these these coordinates that are not necessarily integers alright. So, I want to figure out the I transformation to make it really clear I will call it cyclopean cyclopean I transformation. So, if you are trying to imagine maybe people do not make a a distinction in computer graphics about this, but if you are doing virtual reality then you could build a virtual reality headset for a cyclops and then this would be just fine right, but because you have two eyes I do not want to pick the right or the left I would rather pick the midpoint between them to make everything simple here and then talk about how to do a nice offset for left and right. So, that is why we will imagine that we are designing a virtual reality headset for a cyclops ah in the beginning here alright. So, the first thing to do is to imagine that let us see to express the eyes rotation and translation in the world. So, in other words I just imagine that this eye it is like an eye ball with a with a pupil is is defined in some kind of body frame. Let me give you what is essentially the body frame of the eye I want to put the pupil right at the origin because that is the point where the light comes in in the real world. So, that is this is all virtual that I am drawing here, but nevertheless um why I have Z running into the eye and the only reason why we are doing that is so that we can maintain right handed coordinate system. So, it is another one of these annoyances that it is here for a good reason because if you do not do it this way then you will have more annoyances. So, it is a it is a it is a trade off um and member X is out. So, this is essentially a body frame for the eye ball and now if I take the eye ball and place it into the world there is going to be a transformation for that that is going to be a rotation and a translation of the eye ball. I want to figure out what that transformation is based on how I place the eye ball and then I want to use that to make the eye transform. So, one way to do that which is very common is to consider what is called a look at look at somewhat strange name, but a look at. So, here is how this works we have three things we have a position of the eye sometimes I will say position sometimes I will say translation sometimes I will say orientation sometimes I will say rotation. So, rotation and translation are the operations and then the result is orientation and position correct. So, so it is it is ok to interchange those as long as you understand what is going on. So, two I want to have a looking direction looking direction and three I need to specify an up direction. So, let me give some notation to these and I will explain it. So, the position of the eye I will just use as a vector E. So, I will just write it as E like this single letter and then the looking direction will be C little hard to write here I will put a hat on it to denote that we have unit vectors and you put a hat on to note it is a unit vector. If you do not like my hats leave them off, but they are unit vectors. So, I am trying to denote it somehow. So, how can I obtain the look at here is one possible way to do it. So, I have the eye and I have determined that the I decided that the pupil is going to be located at some location E. So, it is very easy to write down. So, imagine you are given where the eye is it will have some coordinates that correspond to where the pupil is at I will call that E and then if you are told that let us see if you are told that the pupil is looking at a particular point see here get rid of that. So, the eye is pointed towards a particular point here call it L then you get a vector let us say a vector that corresponds to travelling from the pupil to the point L. So, I can just call this vector C I will say that C is just using the simple coordinates that you have here the Cartesian coordinates of the world L minus E right. So, that gives me that vector right. So, it gives me that vector and then my C hat which is the looking direction here number 2 and given you number 1 by just simple specification number 2 I just normalize that vector. So, L minus E divided by the length of that vector L minus E correct. So, that is I am what am I doing I am trying to specify the coordinate frame that I get here right how is it oriented in the world when the eye is looking at a particular place. So, I just want to describe that I want to figure out that coordinate frame and then from that very easily construct a rotation matrix that will put the eye in that orientation and of course, construct a full homogeneous transformation matrix that will also put it in the right location, but that part is considerably easier because it is just translation by E. So, I need to figure out the orientation of this eye I am trying to put together the coordinate system it looks like once I figured out C hat I should essentially have the Z part right it is just pointing in the wrong direction. So, it will be the C hat corresponds to the minus E and then there is also a possible role with respect to that that has to do with the up direction which we will have to take care of. And once we have the up direction and we have let us say the forward backwards direction we can do a simple cross product right handed cross product to determine the third axis the third direction and we agreed to do right handed coordinates and so that will matter. So, if that is the case then if I want to figure out these axes. So, the the let us say coordinate axes for the eye in the world then I get X hat Y hat Z hat for these and as I said Z hat is going to be minus C hat. So, I am figuring out that one if I have this eyeball oriented somewhere I am figuring out that part and then X hat X hat I take the up direction and I cross it with Z hat right. So, I take my up direction I cross it with Z hat and I guess Y should be should Y just be U hat that make natural sense. So, when I started teaching this I thought Y should be U hat and then I noticed it was not in the in the in the in the text book for example, by Shirley that we are using and it is not in a lot of the graphics literature and it is instead just Z cross X right Z hat cross X hat which is also fine the reason why they do not use U here directly is just in case someone gave you a U that was not perfectly parallel to the image plane right. So, it does not correspond perfectly it is not. So, if I look if I am if the I is actually my I then if you instead of pointing straight up is slanted some this would correct for that if you do it in this way. So, it will tolerate a sloppily defined up if you want. So, yes these are all in the world frame correct yeah. I am trying to imagine that the I has been placed into the world frame and I am working with a description of that somebody tells me well the pupils at this location and it is looking at this particular point. In other words that point should be in the center of its image right that is the point L here that would be in the center of the image. From that I make this vector C by just subtracting these two points and then I get the look at direction essentially right like what way are you looking and then the only thing that matters is you know is the camera upside down right side up how exactly is it oriented that is the next part that we are trying to figure out which is handled by this last step. I am taking the up into account here and I just keep performing Cartesian products to get everything to get my coordinated frame orthogonal and right handed regardless of whether somebody gave me a sloppy you value that is not perfectly orthogonal to my other axis. So, it allows you to be sloppy with you personally I would say get it right the first time do not be sloppy about it, but this will fix a little bit of slop in that. So, once I have that I get now a rotation matrix r i where let me just write it out with dots and then these columns this column is just x hat this column is y hat and this column is z hat. So, this gives me a rotation matrix do we agree with that now this gives me a rotation matrix that if I start off with my i defined in its body frame and I apply this rotation matrix to it that I have constructed it should it does not translate the i, but it should not rotate the i so that it is looking in the right direction do you believe that that ok. So, that is what we have if I want to also translate it then I would after performing the rotation I add e the x y and z components to the result I can do it all together in one homogeneous transform. Does this solve our problem of trying to figure out what the perspective of the world is from the i from the i's coordinate frame I think I did it backwards did not I I figured out from the coordinate frame of the world how the i appears I need to do in the other direction how do I solve that all right. So, let us see if I am you know I am standing here I turn my we talked about this before I turn my head let us say counter clockwise 45 degrees it how does the world appear to have moved from the reference point of my i if I hold my i still it appears that the world has rotated in the opposite direction right it is an inverse transform. So, that is what we actually have to apply we do not want our i we want the inverse and we do not want the translation e we want the inverse and. So, the way to imagine it is as if your eyeball is being held fixed and it is the world that is moving around all the time quite wildly I guess because if I turn my head quickly it would take a lot of energy to move the world around that fast right. So, it is a bad relativity problem right, but that is that is how the mathematics feels like when you perform these transformations. So, the i is being held fixed all the time because the screen is being held fixed in relative to the i you are going to be presenting images to that ultimately. So, this is being held fixed and the world is being transformed. So, we need the inverse now remember I just gave you a warning about taking the inverse of one of these transformation matrices. So, let me give you the inverse now and then we will stop and take a break which I seem to have forgotten to do I got a little too excited. So, let us see. So, let us give you the final result. So, T i is equal to I need to I need to have as the columns x hat y hat and z hat sorry I need to have as the rows I said columns is wrong I need to have as the rows x hat y hat z hat because I am performing the inverse transform. Also I need to extend this because I am not just going to apply rotation here I am going to put it together in homogeneous form. So, this is just the rotation part this corresponds to that r i there transpose which because it is a rotation matrix this corresponds to r i inverse and then I have the remaining components and I make this. So, that undoes the rotation and then I have the undoing the translation part which should have my negative e coordinates here negative e x negative e y and negative e z right. So, I have inverted the placement of the I I undo the translation which is this matrix here it is on the right. So, it gets applied first and then I undo the rotation which is the transpose of the rotation matrix that we built using the look at. You do not have to build from a look at you may get it directly from a filtering algorithm that is doing head tracking right. So, it may come from another place, but traditionally in graphics it comes from a look at. So, I wanted to build it from that as well, but it may just come directly from the from the tracking and it may come from some combination of the two as you move a controller around. So, it will come from different sources it is not a constant, but once it is given and fixed this is how you obtain T sub i. Questions about that? How do you find? What do you find the rotation matrix? Oh I think I just did it. So, I mean I basically if you remember when I was covering 3D rotations. In fact, when I went all the way back to 2D rotations I was trying to convince you that the columns correspond to how the coordinate axes get rotated right. I did that in the 2D example and the 3D example was the same way that is why we had these constraints remember when I was saying the columns have to be orthogonal. So, they have to have a inner product of 0 and they have to have length 1. So, these are how the coordinate axes are transformed by the rotation. So, I figured out what these are by the geometry of the look at and then I just write these directly into the matrix and that automatically forms the rotation. So, it is a very good question and it is a very easy thing to forget, but whenever you look at a rotation matrix remember that the columns are these are the coordinate axes normalized and showing exactly the effect of this rotation matrix on the standard basis elements. So, if you take the x, y, z basis elements that are 0, 0, 1, 0, 1, 0 and sorry I should start like you go right in order. If you take the basic coordinate axes 1, 0, 0, 0, 1, 0 and 0, 0, 1 transform the 3 of those with this rotation matrix you will get exactly the expressions in these columns. So, it is just a direct step. Long answer for a short question hopefully it is clear.