Blender’s much-hyped iPad app has just hit a wall – and for now, Android tablets are getting the love instead. For a lot of 3D artists who were already imagining full Blender scenes blocked out on the couch with an Apple Pencil, this is a pretty frustrating plot twist.
The story actually started out on a high. In mid‑2025, the Blender team publicly said it was time to bring the full Blender experience to “the tablet era,” explicitly naming devices like the iPad, Surface, MatePad and Wacom’s pen displays as targets. The plan was ambitious: not a watered‑down “mobile companion,” but a full Blender with a tablet‑friendly interface, multitouch, and stylus support layered on top of the regular desktop build. Internally, they were testing on iPad Pro first, with Apple Pencil, then expanding to Android and other graphic tablets later.
By SIGGRAPH 2025 in Vancouver, Blender actually had the dream demo running: a live tech showcase of Blender on an iPad Pro, proving this wasn’t just a slide deck promise. Early versions were reportedly focused on sculpting and basic object manipulation, with things like Grease Pencil and storyboarding planned for future iterations – exactly the kind of workflow that makes sense on a touch device. For a while, it looked like Apple’s tablet might become a genuinely serious 3D workstation, not just a sketchpad.

Then, quietly, the status flipped. In early January 2026, Blender’s official GitHub issue for the iPad work was updated with a blunt note: the iPad project is “on hold until further notice.” No roadmap, no ETA, no “see you in version 4.x.” When a community member jumped in offering help, core developer Dalai Felinto replied that the team would instead focus on Android tablets first. That single line, surfaced by YouTuber Brad Colbow, is what set off the current wave of frustration – especially in Apple‑heavy creative circles.
On the face of it, the decision feels counter‑intuitive. The iPad dominates the tablet market in sales and in actual creative usage; Android tablets are often treated as streaming and browsing machines, not production tools.
But once you dig into the context, it starts to make more sense – and none of it has to do with Blender suddenly “liking” Android more. Blender is open source, licensed under the GPL, and run by a non‑profit foundation with finite developer hours and a mission to keep the software free and hackable. That creates two huge friction points with iPadOS that simply don’t exist on a typical desktop or even most Android setups.
The first is licensing. Multiple discussions on Blender’s own developer forums make it clear that the GPL and Apple’s App Store terms are not a comfortable match. GPL expects that anyone receiving the app can get the source code and cannot be subjected to extra restrictions beyond the license; the App Store, by design, layers on Apple’s own conditions, DRM, and distribution rules. Developers in those threads flat‑out describe the licenses as incompatible in their current form, which is why other GPL‑style open‑source apps (like some drawing tools) have skipped iOS entirely while still living happily on Android.
The second problem is Apple’s stance on scripting and interpreters. Blender relies heavily on Python as a core extension and automation layer, and forum posts cite Apple contacts saying that an app with a full Python interpreter simply won’t be allowed on the App Store for security reasons. Combine “GPL doesn’t fit the store rules” with “no shipped Python,” and you’re effectively asking Blender to either rewrite major chunks of its codebase or ship a neutered version that breaks compatibility with the ecosystem of add‑ons and tools people already rely on. For a small foundation, that’s an enormous trade‑off.
Android, by contrast, is messy, fragmented, and not exactly beloved for its tablet UX – but it’s also far more permissive. You can distribute apps outside a single store, respect the GPL fully, and keep Python intact without fighting platform policy at every turn. In other words, if your goal is “Blender on tablets, properly open and fully featured,” Android is simply the lower‑friction starting point. You don’t need to invent a separate closed‑source fork or remove major features just to pass gatekeeper checks.
That doesn’t make the decision feel any better if you’re deep in the Apple ecosystem. Right now, the picture looks like this: Apple silicon Macs get an excellent, free Blender build that fully exploits the M‑series chips, and that’s still actively maintained and downloadable today. iPadOS, despite sharing Apple silicon and having a great stylus, gets nothing beyond that SIGGRAPH glimpse and a GitHub line that says “on hold until further notice.” Android tablet users, on the other hand, can look forward to being the first real beneficiaries of Blender’s tablet effort, at least in official form.
Until then, the reality is pretty simple: if you want Blender on a portable Apple device, you’re still looking at a MacBook or an Apple silicon Mac mini with a display, not an iPad. If you’re willing to live on the Android side, particularly with higher‑end tablets from Samsung or others, you’re aligned with where the official tablet work is heading first. It’s a weird inversion of the usual narrative – the closed, premium tablet that creatives actually use is the one left waiting, while the more open, less “pro‑branded” platform gets first dibs.
For Blender’s core mission, though, prioritizing Android is arguably consistent. The foundation has always pitched Blender as a way to make 3D tools broadly accessible, and that means leaning toward platforms where open‑source licensing, scripting, and distribution are allowed to exist on their own terms. Right now, that’s just not the iPad – no matter how many artists wish it were.
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