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Clicky[gfycat.com]
For further context: the water level is emedded into the body of a character, what you're seeing is the entire character coming down and abruptly stopping to set off the jigglebones.
I will try your suggestion, episoder - I'll fiddle around with the commands some more, thanks.
I also suggest to read up on $JiggleBone on the VALVe Developer Wiki, specifically the "is_flexible" and "Angular constraints" sections.
(Oh, and also, from what I can tell from the weight-map screenshots, the very edges of the liquid at the top are not fully weighted to any bones.)
I think the reason why I could still see the water bobbing up and down even when I had 'yaw constraint' set to '0 0' is due to the orientation of the bones - initially I had them pointed upwards, rotating the bones so that they're horizontal (and pointed along the Y axis in Blender) caused yaw constraint to act as expected.
The updated QC (I've only shown one of the bones as they share the same settings):
-------------
$jigglebone "water_M" {
is_flexible {
yaw_stiffness 55
yaw_damping 2
pitch_stiffness 300
pitch_damping 10
yaw_constraint -30 90
length 15
tip_mass 20
}
}
-------------
Updated jiggle bones in action[gfycat.com]
It's could still do with some work - it has a nasty habit of getting stuck to the roof of the water level - but it looks to be on the right track, thanks fellas!