Quote Originally Posted by grudzio
It is much better to use Catmull-Rom splines which can be also used for keyframe animations.
Thanks.

http://www.mvps.org/directx/articles/catmull/
Showed simple formula of:
q(t) = 0.5 *( (2 * P1) +
(-P0 + P2) * t +
(2*P0 - 5*P1 + 4*P2 - P3) * t2 +
(-P0 + 3*P1- 3*P2 + P3) * t3)

But i see small disadvantage to this. In figure 2 of that formula i see curve taking an extra leap upwards before heading to next point from P0 to P1.. same with P2 to P3. Wouldn't this look clumsy on animation? Or perhaps something similar to my half bezier can be used on those 2 middle ones that looks working good...