I had not downloaded the file when I answered last time. Now I have. So its a miniscus look you are after – the sort of clingy way water crawls up anything it touches under surface tension right (that’s the only thing that “animates” in the file as far as I can see (what version of C4D was this done in?)
We’ve done exactly this in the past and used the technique I outlined in the first post. But you have to think of it as looking from the top down and where the leg interacts with the water.
A couple of ways to go about it.
You could tie a gradient to follow the position of the leg around in expresso – but the circular gradient would be mapped onto a plane or your water cube. As a straight render it would look like the person had two rings just above the ankles radiating out from their legs. But instead of a color map use the gradient in the displacement channel to make that water bulge up near the legs.
The other way is to animate that gradient by hand using as reference a temp render shot from the top down with just the legs and water (use a parallel camera sized to the cube of water for easy mapping).
If you want to keep using the collision you could turn up the divisions of the cube and make it an editable object. Then you can animate the friction and stiffness in the collider and you can also animate the steps per frame in the project settings. This will keep the water from jumping around once its settled.
I think too I’d use an invisible dummy leg linked to the real leg so the dummy moves with the real one. That dummy leg should be simpler than the real one and it should not have a foot – almost just a cylinder. Its the dummy you use for the collisions. If you drag the foot through the water in your current project you can see the foot is affecting the collisions too and it messes it up a bit.