I found two ways until now to create this effect one of them "which I used in this setup" is by using the surfacepressure attribute to control the flip based on it's location in the animated model sdf volume, the other method is by using volumegradient vectors which will read the sdf field from the model and keep the particles tight.
The result will differ from animation to another due to velocity and scale change so I added a drag and a speed limit to tame the particles down, also it's a good practice to raise the simulation substeps abit.
As you can see I also added some bubbles floating inside to make it like a fizzy water.
Rendered using Redshift.
Alaa Al Nahlawi