For the record, there is a way to do this, but it's fugly... since coming up with this I have moved to using SpencerL's approach of using an objectmerge Sop instead... but in case someone really needs it, here it is. The full wrangle for making a matrix out of this should be straightforward but for reference it is on http://andy.moonbase.net. Cheers.
// Create vectors to fill a matrix using the second node input's transform (ie a null)
vector translate = set(`chs(opinputpath(".", 1)+"/tx")`, `chs(opinputpath(".", 1)+"/ty")`, `chs(opinputpath(".", 1)+"/tz")`);
vector rotate = set(`chs(opinputpath(".", 1)+"/rx")`, `chs(opinputpath(".", 1)+"/ry")`, `chs(opinputpath(".", 1)+"/rz")`);
vector scale = set(`chs(opinputpath(".", 1)+"/sizex")`, `chs(opinputpath(".", 1)+"/sizey")`, `chs(opinputpath(".", 1)+"/sizez")`);
But there's a much cleaner way, too. Get a matrix for your object (a camera or null usually) via optransform and then use the cracktransform function if you need some portion of the matrix, in this example I extract out the position. (The result is a simple way for getting the position of the camera in vex, which is a subject on a bunch of threads here.)
vector @cdir;
matrix camMatrix = optransform(chs("camera"));
//get a matrix with the camera's transforms.
@cdir = cracktransform(0, 0, 0, {0,0,0}, camMatrix);
//extract out the camera position as a vector