The built-in N AOV is in world space. So how to get a tangent-space N AOV?
Like this:

In brief, I read the N AOV, transform the normals from world to tangent space, and then map the normal values to the range 0.5, 1 (I used the range node here, but I could have used Add and Multiply to do the same thing).
Here’s the shader tree. You can save this in a .ass file and import it into Maya or whatever application you use. Then set up an AOV shader to write the custom Ntangent AOV
range
{
name aiRange1
input space_transform
output_min 0.5
}
space_transform
{
name space_transform
input read_N_AOV
type "normal"
to "tangent"
tangent 1 0 0
normal 0 1 0
normalize on
}
aov_read_rgb
{
name read_N_AOV
aov_name "N"
}
aov_write_rgb
{
name defaultArnoldRenderOptions/aov_write_rgb_Ntangent
aov_input aiRange1
aov_name "Ntangent"
}
