How to change the base pose of a bone?

I tried searching for this question already, but had no luck finding anything that would lead me to an answer.
I need to update the resting base pose of a bone after it has been modified. When I adjust the rotation, etc of the bone, the skinned mesh gets deformed. So I want to make the current pose the base pose and without any transformed mesh.
Any guidance on this would be appreciated. Do I have to update the inverse matrixWorld of a bone to accomplish this?

I figured it out… was easier than I thought:

	let boneIndex = skeleton.bones.indexOf( elbow );
	skeleton.boneInverses[ boneIndex ].copy( elbow.matrixWorld ).invert();