Secondary Shape Madness

Subject : Secondary Shape Madness
We have a character that's been enveloped and has various corrective
shapes that are being driven by the rig (using the shape manager). We're
now at the phase where we want to create secondary animation shapes as
the last animation tweakage pass

So I switch to secondary animation mode and attempt to work on secondary
shapes.

A) If I try to open the Shape Manager, the work mode always switches
back to Shape Animation mode. Try to toggle the mode back to secondary
and XSI switches it back to primary.

So I close the Shape Manager and stay in Secondary Shape Mode

B) XSI refuses to create a new Cluster Shape Combiner op to live under
the Secondary Shape Modeling partition of the stack. Any of the shape-
related commands that do anything seem to want to affect the original
shape op.

So I'm stuck. Does anyone know what the magic formula is for getting a
decent secondary shape workflow if you've already got primary shapes
built from within the Shape Manager?

Thanks,
Brad 

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