Space Camera Issue.

How to get this clamped input on the local axis, so when I rotate in space(where there is no up or down) it works properly. What happens is that angleF rotates the player along the z axis so when that happens the input and camera still thinks there is up and down so input is made opposite… need that to be stopped!!

		if(controlable){					    
				angleH += Mathf.Clamp(Input.GetAxis("Mouse X"), -1, 1) * horizontalAimingSpeed * Time.deltaTime;							
				angleV += Mathf.Clamp(Input.GetAxis("Mouse Y"), -1, 1) * verticalAimingSpeed * Time.deltaTime;

				angleV = Mathf.Clamp(angleV, minVerticalAngle, maxVerticalAngle);
			   
			//if(zeroG == true){
			    angleF += Mathf.Clamp(Input.GetAxis("Yaw"), -1, 1) * horizontalAimingSpeed * Time.deltaTime; // 
			//}
		    }
//		}		
    			
		// Set aim rotation... this is the part where it gets set.		   
			Quaternion aimRotation = Quaternion.Euler(-angleV, angleH, angleF);
		    Quaternion camYRotation = Quaternion.Euler(0, angleH, 0);
		    
		    camera.rotation = aimRotation;

Setting the final rotation on local axis does not work.

I need to get that input in the Space.Self basically.

Okay I have got this

//set veribales to zero each frame so that it will only read a number
//when the mouse moves
float angleH = 0f, angleV = 0f, angleF = 0f;

    if(controlable){                        
                     angleH += Mathf.Clamp(Input.GetAxis("Mouse X"), -1, 1) * horizontalAimingSpeed * Time.deltaTime;                            
                     angleV += Mathf.Clamp(Input.GetAxis("Mouse Y"), -1, 1) * verticalAimingSpeed * Time.deltaTime;
     
                     angleV = Mathf.Clamp(angleV, minVerticalAngle, maxVerticalAngle);
                    
                 //if(zeroG == true){
                     angleF += Mathf.Clamp(Input.GetAxis("Yaw"), -1, 1) * horizontalAimingSpeed * Time.deltaTime; // 
                 //}
                 }
     //        }        
                     
             // Set aim rotation... this is the part where it gets set.
             //these two are now not needed
                 Quaternion aimRotation = Quaternion.Euler(-angleV, angleH, angleF);
                 Quaternion camYRotation = Quaternion.Euler(0, angleH, 0);

//change this line from .rotation to .rotate
                 Camera.main.transform.Rotate(-angleV, angleH, angleF, Space.Self);