Workflows for character facial rig with particle interaction
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I wanted some feedback on a possible workflow.
I'm trying to find a way to create a liquid-like animation effect where a piece of geometry is partly controlled by a basic animation rig, and partly controlled by particles.
My goal is to design a character, where the skin of the character moves like jello and the facial features "swim around" on the surface of the geometry. Inspired by this image.

I was thinking a good starting point would be to figure out a way to take two objects (say a rigged face and a solid block of jello) and use particles to create a dynamic mesh (a single continuous piece of geometry) that merges the two. I imagine I would need to use particles to achieve this?
This video shows how it's possible to merge two spheres into one seamless mesh.
https://www.youtube.com/watch?v=ttmch_uhP4A
In my case, I would like to merge the face geo with an arbitrary piece of geometry (a jello block) and have the face "ripple in and out" as it moves through the block.
I'd like to stay away from simulations at this point. Keep things simple and experiment with dynamic meshes. What are these particle-generated meshes called? Is there a name for it in Maya?