How to bake rotation angles to rotation matrix

Hello. I read the angles X, Y, Z of the dae file (exported from blender), and I would like to know how to bake it is a rotation matrix. Can someone help me?

<library_animations>
	<animation id="bone-rotateX" name="bone-rotateX">
	...
	</animation>
	<animation id="bone-rotateY" name="bone-rotateY">
	...
	</animation>
	<animation id="bone-rotateZ" name="bone-rotateZ">
	...
	</animation>
</library_animations>

Can anyone help me? I have read angles (rx, ry, rz) from dae file and do the rotation matrices.

mat4 matrix = mat4(1.0);
mat4 rotx = rotate(matrix, rx, vec3(1.0f, 0.0f, 0.0f));
mat4 roty = rotate(matrix, ry, vec3(0.0f, 1.0f, 0.0f));
mat4 rotz = rotate(matrix, rz, vec3(0.0f, 0.0f, 1.0f));
matrix =  rotx *  roty * rotz;

But these angles are different from those shown in the blender and to enter the rotation. These are not the Euler angles.
Does anyone have an idea how the angles of the animation file dae, bake to rotation matrix?