How to make the bones be in bindpose?

Is there a way to make a skinned mesh have it’s armature be in bind pose?
I can’t seem to find anything.

Preferably I’d like to do this in code

Couldn’t find a simple function or setting (which is odd IMO, as this should be an easy thing for Unity to add), But I managed to do it like this:

 var bindposes = smr.sharedMesh.bindposes;
                     var bones = smr.bones;
                     var parents = new Transform[bones.Length];
                     for (int i = 0; i < bones.Length; i++)
                     {
                         parents[i] = bones[i].parent;
                         bones[i].parent = null;
                     }
                     for (int i = 0; i < bones.Length; i++)
                     {
                         bones[i].localScale = bindposes[i].inverse.ExtractScale();
                         bones[i].rotation = bindposes[i].inverse.ExtractRotation();
                         bones[i].position = bindposes[i].inverse.ExtractPosition();
                     }
                     for (int i = 0; i < bones.Length; i++)
                     {
                         bones[i].parent = parents[i];
                     }

using these extension methods:
(which I got from How to assign Matrix4x4 to Transform? )

public static class MatrixExtensions
{
     public static Quaternion ExtractRotation(this Matrix4x4 matrix)
     {
         Vector3 forward;
         forward.x = matrix.m02;
         forward.y = matrix.m12;
         forward.z = matrix.m22;
         Vector3 upwards;
         upwards.x = matrix.m01;
         upwards.y = matrix.m11;
         upwards.z = matrix.m21;
         return Quaternion.LookRotation(forward, upwards);
     }
     public static Vector3 ExtractPosition(this Matrix4x4 matrix)
     {
         Vector3 position;
         position.x = matrix.m03;
         position.y = matrix.m13;
         position.z = matrix.m23;
         return position;
     }
     public static Vector3 ExtractScale(this Matrix4x4 matrix)
     {
         Vector3 scale;
         scale.x = new Vector4(matrix.m00, matrix.m10, matrix.m20, matrix.m30).magnitude;
         scale.y = new Vector4(matrix.m01, matrix.m11, matrix.m21, matrix.m31).magnitude;
         scale.z = new Vector4(matrix.m02, matrix.m12, matrix.m22, matrix.m32).magnitude;
         return scale;
     }
}