Can I access Humanoid bone's default poses rotations from script at runtime?

Is there a way to access individual humanoid character’s bones default local rotation?
As they have been configured in the rig?

Can I modify humanoid base pose at runtime?

as far as I know, you can only use this for body parts with IK targets. It is very messy doing this with other body parts. it is best to use a 3d modeling software and just bake in the motion / behaviour you desire

Yeah … in the end I decided to establish whatever rotation is at Start as default. Not ideal, because at runtime I don’t know what rotation a character’s bone is, but it’s only in case there’s no animation on the character … a failsafe so adding rotation in late update doesn’t make a body part spin uncontrollably.