I can't find how to constantly dynamically blend between 3 cameras (I call them middle, upper & lower) based on the rate and height of the hero, constantly.
When following the hero, the middle vCam is the main/base one, I'd like to proportionally blend through upper and lower vCams based on the height of the hero.
The player/hero can move rapidly between heights, so the blend should be weighted with eases. Which is a natural part of Cinemachine blends. And works. But it's like a switch, to me, at my current understanding of Cinemachine blends, rather than a constant dynamic blending based on height.
You may consider removing the upper and lower camera and do your own "Manual blending" with only the middle camera. Recently I've been using Cinemachine and I do something similar of what your desired result is.
Since I don't exactly know how do you want your camera to behave, I show you some of my manual blending I've done, explained:
//Camera Direction
//If I´m not in ground, and I've been on the air for a specific time
if (!onGround && timeSinceLastJump > cameraDelay)
{
//Moves the offset of the camera down to the maximum allowed y offset (In your case it would be where the lower camera is)
if (vcam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset.y >= maxYOffset)
vcam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset.y -= offsetYSensivity;
//It also zooms out up to a specified level
if (vcam.m_Lens.OrthographicSize < maxFOV)
vcam.m_Lens.OrthographicSize += camSensivity;
}
else
{
//Same but upwards
if (vcam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset.y <= minYOffset)
vcam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset.y += offsetYSensivity;
//Same but zooming in
if (vcam.m_Lens.OrthographicSize > minFOV)
vcam.m_Lens.OrthographicSize -= camSensivity;
}
This way you can use your player height in the conditions, at the cost of having to design well the camera logic.
Maybe this helps you in some way to do what you want.