Armature collisions and/or softbodies keeping their shape

I have a fairly cartoony character with a ponytail that I would like to have automated motion. Softbodies work with the body collision and such, but the ponytail loses its shape and just becomes a flat sheet of hair. I tried using the edge springs and stuff at max, hoping they’d force the object into a more solid shape, but it didn’t seem to do much of anything.

If anybody has any ideas as to how I could have a fully softbodied object retain its shape in relation to itself and act more solid (like a clump of hair), I’m all ears. =)

I also began thinking…“Well, if i could just use a few bones and have them collide with the mesh, that’s all I’d need”, but the armature bones don’t seem to respond to softbody effects. Am I right in the assumption that bones don’t accept softbody imputs?

Anybody have any clever ideas as to how I could do it? =)
I don’t want to animate a long chain of hair down my character’s back if I don’t have to. =)

Thanks, everybody.

make sure the “Use goal” button is selected. This will cause the softbody to attempt to retain it’s original shape.

Right, the problem with that is that it stays in place, instead of falling to where it needs to go.

If I model the hair slightly backward so that it “falls” onto the shoulders and back when it gets simulated, the “use goal” will make it stick out like a spike, instead of just retaining it’s internal shape.