SOLVED problema de regreso de código de gestor de scripts

I made a small script to do or fake the psr command but they are restoring the rotation
The problem is that when I try to return, it does not react

import c4d
from c4d import documents, plugins
def main():
    def object():
        return doc.GetActiveObject()
    object()[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] = 0
    object()[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_X] = 0
    object()[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Z] = 0
    c4d.EventAdd()
if __name__=='__main__':
    main()


hi,
please use English for your communication

if i understood correctly your question, you want to implement an undo stack.
This script will help you to understand how it can be done. Please have a look at the documentation for more information.
We also have an undo manual for c++ that could help you to understand how it's working.

The following script will reset the position for each selected object. It will only reset the local position of the object. You could try to improve it using the ctrl key to reset the global position. (you would need to use GetMg and SetMg instead.

Please read our documentation about matrices. to understand how they work and how you can use them.

import c4d
from c4d import documents, plugins
def main():
    # Retrieve all the selected object
    objects = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_NONE)
    # Start a new undo stack
    doc.StartUndo()
    
    # For each selected object
    for obj in objects:
        # Retrieve the local Matrix
        ml = obj.GetMl()
        # Define a new offset vector with the one by default (0, 0, 0)
        ml.off = c4d.Vector()
        # Add a stem in the undo stack for this object.(sot it previous state will be stored)
        doc.AddUndo(c4d.UNDOTYPE_CHANGE, obj)
        # Change the obect's position.'
        obj.SetMl(ml)
    # Close the stack.    
    doc.EndUndo()

    c4d.EventAdd()
if __name__=='__main__':
    main()

Cheers,
Manuel

hi,
please use English for your communication

if i understood correctly your question, you want to implement an undo stack.
This script will help you to understand how it can be done. Please have a look at the documentation for more information.
We also have an undo manual for c++ that could help you to understand how it's working.

The following script will reset the position for each selected object. It will only reset the local position of the object. You could try to improve it using the ctrl key to reset the global position. (you would need to use GetMg and SetMg instead.

Please read our documentation about matrices. to understand how they work and how you can use them.

import c4d
from c4d import documents, plugins
def main():
    # Retrieve all the selected object
    objects = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_NONE)
    # Start a new undo stack
    doc.StartUndo()
    
    # For each selected object
    for obj in objects:
        # Retrieve the local Matrix
        ml = obj.GetMl()
        # Define a new offset vector with the one by default (0, 0, 0)
        ml.off = c4d.Vector()
        # Add a stem in the undo stack for this object.(sot it previous state will be stored)
        doc.AddUndo(c4d.UNDOTYPE_CHANGE, obj)
        # Change the obect's position.'
        obj.SetMl(ml)
    # Close the stack.    
    doc.EndUndo()

    c4d.EventAdd()
if __name__=='__main__':
    main()

Cheers,
Manuel

Excuse me, I thought I translated it was my mistake, and in the same way, thank you for your help.