Rotate according to the camera on Y and Z only!

Hi guys, i have this code right now, that allows my character to have his rotation be relative to the camera when he moves, but the problem, is that i want it to be for the Y and Z axis only, so that, when the camera is a little up, the character dont incline to the ground, you know?
Sorry for the bad english, i hope someone can help…

`
Transform mainCamera = Camera.main.transform;

direction =new Vector3(Input.GetAxis(“Horizontal”),0,Input.GetAxis(“Vertical”));

rotation = Quaternion.LookRotation(direction, Vector3.up);

transform.rotation = mainCamera.rotation * rotation;`

This image here shows what is happening:
[16739-what+happens.jpg|16739]

the character movement is exacltly like i want, it follows the camera rotations on y and z, but i want to lock the x rotation, so the character can stand still on the ground…

Use a variant of the “cancel out y” LookAt trick. Set direction.y to 0 before getting the angle:

direction = new Vector3(Input.GetAxis("Horizontal")...);
direction.y = 0; // new. Direction is now "flat"
rotation = Quaternion.LookRotation(direction, Vector3.up);

This will give a bad quaternion error if the camera is ever pointed straight up or down (since direction will be 000,) but probably never happens and can be solved with an if.

Up

( Its permmited to do this on this forum? )