Multi-Position Constraint not Resetting Position

I am currently using the animation rigging package (version 1.2.1) in a FPS game. I have a multi-position constraint that moves the camera from the head to the ADS (aim down sights) position on the gun. Moving the camera game object to the ADS position works fine, however when the multi-position constraint’s weight is lowered, the camera does not return to the head position. Instead, the camera stays in the sights position.

The camera game object itself is not part of the animation. Instead, I have attached a rig transform component to the camera and parented it to one of the game objects that is animated. I could perhaps add an “original camera position” object and add some weight to move it back, however this seems like a hack and out of spirit with how the animation rigging should work.

I am assuming that for some reason the multi-aim constraint component isn’t respecting or remembering the original position of the camera game object. Is there any way to force animation rigging to make sure it resets to the original position?

See the attached screenshot of the constraint. I can only upload 1 screenshot due to forum restrictions.

I should add that I recently replaced the FBX of my character with a new one (with a slightly smaller body). I also swapped out the animations used for the character that I grabbed from Mixamo.

Playing around with the character some more, there is also a problem with the CrouchingSpine rig object, which also uses the multi-position constraint. The purpose of that constraint is to only lower the spine of the player by 0.25 units. There are no constrained axes, I really only use the offset feature.

When the CrouchingSpine constraint is enabled, the player basically shoots off deep underground. For whatever reason the offset is getting applied multiple times in a row.

Regarding my second post: I decided to create a completely new player prefab and rig set up since things seemed really borked. This fixed the problem in the second post.

The issue in the first post with the camera was not fixed even with the new prefab. I ended up adding another game object that acts as an anchor for the camera. When the player aims-down-sights, the source object weight is adjusted to move the camera to the gun location. When the player stops aiming, the weight on the second source object moves the camera back to the anchor.