How to use Rigid Body Physics after following path constraint? First of all, I know that this question has asked here before, but the answer brings more problems and doesn't fix mine. That method causes the object to fall through my plane after the influence is reduced to 0. I have tried adding a LocRot keyframe before and after the influence keyframe to keep it in the right spot, but then my object just stays in place once the influence is set to 0.

Some more about my project:

I am trying to animate a small shield rolling down a hill. To do this, I am trying to use a combination of a Follow Path Constraint tracked to a bezier curve, and at the end have the object use Rigid Body Physics to naturally fall and bounce. 

Link to my .Blend (Dynamic should be checked in RigidBody under Physics properties tab, I forgot to turn it back on before uploading. This did not fix my problem.

In all, I'd basically like to have my object follow the path then use rigid body to emulate it bouncing and falling on a plane.
Leave the Dynamic enabled, and keyframe Animated instead, on the same frames as you keyframe the Follow Path constraint. Keyframe it to on at the last frame where the constraint influence is 1.0 and to off on the frame after, where the influence is set to 0.0. Hover the mouse on the checkbox and press I to keyframe it.


I changed the Shape setting in the Rigid Body Collisions on the plane from Convex Hull to Mesh, but that isn't strictly necessary if you're ok with the buckler bouncing a little above the plane.
  

To bake the physics, go to the Scene window and click Bake or Bake All Dynamics in the Rigid Body Cache panel. And if you're only going to render 120 frames, as set in the blend file, you may as well change the end frame for the physics too. No use baking frames you're not going to render anyway.


Here's a short animated gif. I apologise for the quality. I used Blender's built-in screencast, and apparently it wasn't able to keep up with the speed at which the buckler was moving.