Cinemachine: Keep looking at spot after transitioning to a different virtual camera

I have a situation where I have 2 Cinemachine virtual cameras, 1st person and 3rd person.

The 1st person virtual camera is positioned very near the center of the player object but is able to free look without rotating the player itself (basically a FreeLook vcam with rigs that keep the camera very close to the center of the player object) and looks straight through the center of the player object. This vcam will rotate with the player object if it rotates on its x or z axis.

The 3rd person virtual camera is positioned to orbit around the player object (FreeLook vcam but with rigs that position it much further from the center of the player object), but this vcam looks through a point just above the top of the player object to allow for aiming without an obstructed view. This vcam stays locked to the world up and does not tilt if the player object tilts.

The problem I am having is when I transition from one to the other, the camera ends up looking at a slightly different spot. In order to smooth the player experience, I want the camera to be looking at that same spot (the red asterisk in the before/after pictures) before and after transitioning.

Before transition from 3rd Person to 1st Person:

After transition:

If using Unity’s Camera raw, I’d just figure out the angles before and after and adjust it myself, but with the Cinemachine Brain controlling things, I’m not quite sure how to approach this problem. Any thoughts would be appreciated.

Hey this is a great question. We do all our CM support on the forums: https://forum.unity.com/forums/cinemachine.136/

Could I please ask you to re-ask the question there? Thanks so much!