Thinking maybe I should have put this stuff into a new post but I am trying to give ideas to the OP for using morph animation for creating slimy Jelly looking liquid.
If morph animation gets used to do that then it is basically the same process as this.
I know what you and lord ashes are saying about it not handling multiple consecutive morphs, I have had the same problems. However I have found things to do that resolve it well enough that I don't find it a big deal. Also by doing this project I am starting to discover that it is the way I model the objects used for morphing that causes a lot of that problem. I am finding that modelling the same thing differently removes that problem all together. I am going to try and demonstrate what I am saying by showing how I did this now. And then I will continue trying to improve what I have done so far. Its all been really simple so far but I am now going to start adding a character putting hands in the water and washing his face with the water falling back to the sink. Putting a cup into the Faucets water and filling it maybe even enable the water to overflow when the cup is full. Also looking into making the water overflow to the floor from the sink when it fills. Going to have a chat with Lord Ashes about what you said. I haven't seen that and it may give me some new ideas.
Anyway. Here is one example of how I do multiple morph animations on a single object without getting big problems from it.
First off here is how I modelled the water flowing down the sink and down into the sinks pipe. These will get improved later so they flow less evenly.

And now here is how I animate it. The only thing I didn't show is the water texture animation. That is just moving the textures position from 0.000 to 0.999 every 100 frames.
I made the FDLengthen mesh so the water would start to flow down to the sinks pipe without it having the loops before the water reaches the bottom of the sink.
Now here is a primary thing in my mind that gets around the problems you were talking about.
After doing the FDLengthen, leaving that in place and adding the FDFlow1 animation then the length would end up doubling.
But by having the FDLength reduce as the FDFlow1increases then the length stays pretty much the same and the water appears to curve to the sinks pipe reasonably well I think.
You will see I do that very often. Reduce the previous morph animation as the next one increases works OK in my opinion. And that is only my opinion, if anyone else does this sort of stuff then they will need to decide if its worth it for themselves. I really like morph animation and I think it has huge potentials that grow as my understanding of it grows.
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