In the past I have used morphs to change the length of the inner part of a 'hydraulic cylinder', and added the hydraulic object as an element in a figure (eg. to bend a knee joint). In this case only one end of the hydraulic can be 'fixed' to the skeleton, you will have to 'eyeball' the other end to it's mounting point as you define a sequence or keyframe in Scene mode. Alternatively, the inner and outer parts of the hydraulic could be separate objects attached to separate bones, but you will still have to eyeball them together when sequencing, so the inner part appears to slide in/out of the cylinder. Essentially, Anim8or skeletons can not have bones that change in length, they can only rotate relative to each other, so you'll have to cheat a bit.