Search for a 3D animation app for iPad and most of what comes back animates something else. There are excellent 2D and frame-by-frame drawing apps, a good number of 3D viewers with a play button, and a run of template fillers where you pick a canned move and swap a logo. Actual keyframe animation — a scene graph you can parent, keys you can retime, curves you can bend — mostly stayed on desktops, because that is where the software was written and nobody rewrote it.
Studio is not a tablet port of a desktop program. It is the same application, rendering through WebGPU on the iPad's own GPU, so the timeline, dopesheet, curve editor, clips and drivers are the ones the desk build has rather than a reduced set redrawn for touch. What changes is the layout, and it changes by orientation: held in landscape at 1024px or wider the iPad keeps the full rails, and upright the panels become sheets from a dock that swaps its contents with the section you are working in.
The Apple Pencil earns its place here for a reason that has nothing to do with pressure. Picking one keyframe out of a stacked column, or catching a curve tangent handle, is a precision task where a pen hits a target a fingertip smudges. Fingers keep the coarse work — one orbits the viewport, two dolly and pan — and the transport scrubber is drawn as a full band rather than a desktop's hairline, so scrubbing with a thumb is not a game of skill.
Two things are worth knowing before you start. You can import a rigged, animated character — a Mixamo GLB or FBX — and it plays in the viewport and renders in pose; what you cannot yet do is retime that imported clip in the curve editor, because those clips are not converted to editable tracks. And there is no cloth, hair, particle or rigid-body solver, and no production rig with IK chains and constraint stacks. Transform and parameter animation, cameras, cuts, cloners and effectors are all here. Animating, previewing and rendering to the viewport are free; a paid plan covers taking the finished render or the mesh out.