Smooth interpolation curve defined by endpoints and tangent vectors — standard for camera motion and object paths in animation. Predictable, editable, no overshoot.
If you want to move a camera smoothly from A to B — not linearly, not just accelerated — you need something that describes natural motion. This is where the Hermite curve comes into play: a mathematical construct that remembers two points and their direction vectors (tangents) and interpolates a smooth, predictable curve between them. This is not the same as a Bézier curve — with Hermite, you directly control the direction the curve points at the start and end.
On set — or more precisely: in your motion control system and later in the 3D layout — you work with four parameters: start point, start direction, end point, end direction. The curve itself is then calculated mathematically in between, and the result feels more organic than simple linear interpolation. Typical applications: drone moves, pans around objects, or the smooth camera path that follows an actor without becoming jerky. You define *how quickly* the camera starts and *how it arrives* — the software handles the middle section.
In practice — for example, in Maya, 3ds Max, or Nuke — you input your keyframes and then adjust the tangent weights. Some systems also call this ease-in / ease-out, but that's a simplification. Hermite gives you more precise control: you can, for instance, have a camera start quickly but then decelerate smoothly as it approaches an interesting detail. Or vice versa: start leisurely, then accelerate. This also works for object animations — cars driving around a curve, or cameras navigating in 360-degree shots.
The big advantage over linear interpolation: no kinks, no positional jumps. Compared to more complex splines (like B-splines), you have direct, intuitive control here without hidden calculation logic. On set or during the planning stage, you sketch the movement, set your four parameters, and immediately see if the path is correct — no vague control points in space.