here’s the basic workflow.
make a cluster that covers the area you want to fix. For a finger joint, I would use the whole hand. In the past, I used to do a set of shapes for each joint, but now I just use the whole finger.
Go to secondary shape mode.
Select the cluster first, the “deform keys/link deform” with orientation.
Select your bones(all three) at their default state and right click to make your shape.
Now bend every bone halfway.
Modify your joint bends with the tweak tool.
Select the cluster again.
Go to “deform keys/Save deform key”.
Bend the finger bones again. Save a deform key for that pose, and so on.
If you have stuff left in your operator stack, never hit “freeze” or you’ll nuke your envelope. Select the “move component” operators in the stack and delete them. They’re not needed anymore if there is a shape created from it.
If you want to modify a bend, open up the shape manager and select the shape key. I prefer pushing the shape manager aside, and working in the actual viewport. At the end of modifications, once you close the shape manger window, the stack will be cleaned.
Each cluster you make will have its own set of shapes associated with it.