Work this
float[] camAngles = camRotation.toAngles(null);
float rotationY = camAngles[1];
float rotateCharacter = rotationYOld - rotationY;
rotationYOld = rotationY;
//Quaternion localRotation = new Quaternion(-0.173f, rotationY, -0.002364515f, 0.9830f);
//localRotation.multL
characterModel.rotate(0.0f, rotateCharacter, 0.0f);
But character must be rotate with camera direction