I am having an issue with Cinemachine camera blends resetting the rotations of their Tracking Target.
When I move my mouse, the localRotation of each Tracking Target is rotated by the X value (this is looking up and down with the mouse).
I have StandCamera (Tracking Target: cameraFollow) and CrouchCamera (Tracking Target: crouchFollow).
I can watch CrouchCamera’s camera rotate appropriately when I am standing. When I hit C and go into my Crouch state, I change the camera priorities with XORs like so:
private void OnPostureChange()
{
standingCamera.Priority ^= crouchCamera.Priority; // 1 XOR 0 = 1
crouchCamera.Priority ^= standingCamera.Priority; // 1 XOR 0 = 1
standingCamera.Priority ^= crouchCamera.Priority; // 1 XOR 1 = 0
}
When the CrouchCamera is blended to, it suddenly pops to (0, 0, 0) rotation, but StandCamera keeps it rotation.
Additionally, I have a SprintCamera which has a slightly higher FOV and it is attached to cameraFollow. When I transition to this camera, it also resets the rotation to 0, 0, 0. All three cameras keep their own rotation.
All are enabled and being transitioned between via changing priority.
I have tried Always, Round Robin, and Never Standby Update settings.
I have tried all of the different Blend Hints.
The cameras all have Hard Lock to Target and Rotate With Follow Target.
The virtual cameras and Main Camera have no parent.
No matter what I do, I cannot get them to maintain the rotation of the previous camera or the rotation of their own Tracking Target upon switching.
Thank you for any assistance.

