Possible to move destination camera towards active camera on blend

I am hoping someone with more knowledge here can provide some insight - during a blend or camera transition is there a way to essentially perform it in reverse? Where the destination camera moves to the active camera and then transitions?

Right now I am trying to force move them before changing priority and it is not working - still eases in/out in some fashion (see example method)

    private void ActivateFreelookCamera()
    {
        Vector3 _tmpPosition = playerTopDownCamera.transform.position;
        Quaternion _tmpRotation = playerTopDownCamera.transform.rotation;
        playerFreelookCamera.gameObject.SetActive(true);
        playerFreelookCamera.ForceCameraPosition(_tmpPosition, _tmpRotation);
        playerTopDownCamera.Priority = 5;
        playerFreelookCamera.Priority = 10;
        playerTopDownCamera.gameObject.SetActive(false);
    }

For more context - I have a camera transformed movement player controller with a freelook camera covering 90% of play but then I have a top down camera (Framing Transposer with POV) to handle the top down view and provide the player and camera controls I want. The goal is to essentially have the camera transitions be so subtle that no on would really ever notice that you are changing cameras during play.

Found it - simple checkbox on the virtual camera under “Transitions” dropdown called “Inherit position” - figured it was already a feature and simple fix.