How can I get the original bone bind position ( and not the matrix)?

So I know I can access the matrix that that deform the vertices with Mesh.bindposes, but how can I do the inverse?
I need to access the original world position of each bone, as defined when I skinned the mesh in the 3D software.
How do I calculate it? Is it possible?

I found how to get it, answer here:
https://forum.unity.com/threads/how-can-i-get-the-original-bone-bind-position-and-not-the-matrix.851557/