Match two FreeLook Cameras orbit values when blending

My players camera needs to behave differently based on what he is doing. For example, if he is aiming it blends to another freelook camera. However, it has a different position on the orbit to the camera that was previously in use, making the camera move along the orbit when it blends.

How can I stop this from happening? I have tried setting the axis values to be the same as the currently active freelook camera but I cannot figure out how to get the currently active freelook camera:
CinemachineCore.Instance.GetActiveBrain(0).ActiveVirtualCamera only gets a virtualcamera.

Try this:

6968831--821435--upload_2021-3-24_9-21-46.png

That works great, thanks!