I produced this animation for the Smirnoff Drop campaign. Initially I tried to create a splash with real fluid simulation but as time ran out and the art direction was exactly following the ATL-campaign, I ended up faking it all the way.
The liquid forms using a series of hand modelled morph targets which allows far more control, especially since I needed to speed up and down time. Then along the rim of the glass a particle field attached to the end vertices forms the drops separating from the main mesh. It ended up looking alright.