How to get a Vecor3 axis from euler angles?

I want to use the rotateAround function on the transform in order to rotate around an arbitrary angle.

Lets say the angle of a transform in eulerAngle is 30, 18, 72 and I want to rotate around the local Z axis of that transform.

How would I change these euler angles into a vector3 axis that the rotateAround function asks for?

To translate any of the axis of a transform ‘trans’ to world space you can use:

xAxis = trans.right;
yAxis = trans.up;
zAxis = trans.forward;

// or if you want some arbitrary local axis in world space:
someAxis = trans.TransformDirection(new Vector3(1,1,1));

These can be used directly in the rotate around function.

thank you