Something that you will often want to do is to use hand-animated rigid bodies in a physical simulation. These rigid bodies are referred to as unyielding rigid bodies and have the Unyielding property turned on in the Rigid Body Properties dialog. They behave as their keyframes dictate and other rigid bodies react to them. You do not need to give them a mass. In this example, you will hand-animate your toy box so that it tips over and spills the toys out onto the floor.
Add hand-animated rigid bodies to a physical simulation:
Your box tips over and the toys pour out onto the floor. You may want to increase the size of your floor so that the toys don't all wobble over the edge.