I am having trouble getting skin joints to properly follow an ik joint chain with added in rollbones on the skinjoints.
The setup is an fk joint chain, an ik joint chain and a skin joint chain which will be actually skinned to geometry and each bodypart will be seperately driven by either their fk or ik counterpart depending on the 'mode'.
The joints all have the exact same orientation and you can feed the values directly into one another (only with a multiply divide node to get the fk-ik mode in). It works well except for the rollbones on the legs.
In fairly mild position it follows well, but in the more extreme positions it starfts to work wrongly.

The joints are all pointing to their childeren with the x axis, which is the joint im rolling and distributing over 4 rollbones. Thee the first takes 10 percent of the original upperlegjoint, the second rollbone takes 20 percent of the original x axis, the third takes 30 percent an the fourth takes 40 percent. Which is a total of 100 percent. I checked the total of all x rotations on the rollbones and the total matches the original joints x rotation.
Yet when I then manually add in the x rotation onto the non rollbone skinjoint. It locks into place perfectly, despite all the joints pointing with x at their childeren.

How is this possible if x is supposed to point at the same location depending on the y and z rotations? This is now seriously prohibiting progress on my animation rig.

If anyone knows a solution to this, it would be greatly, greatly appreciated!
The original pose is this if it makes any difference