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" }