Mesh streching when rotating bone I have a stickfigure that I made and I want to rig. Most of the thing is working fine but the arms and legs are streching very weirdly. I want to make it in a way that, for example, if I rotate the elbow, the scale of the mesh wont change just the rotation of the mesh. I also want to be able to rotate each cylinder individually in its local location, regardless of the global location. So currently I am looking to make the normal mesh work and then adding this on top somehow. Any help would be appreciated!
Here is how it is in Rest: 
Here is with some rotation: 
I read some of the other posts but after attempting the solutions, I keep getting the same issue.
The file can be found here: https://www.dropbox.com/s/x8j4y8iofyul67z/stickfigure.blend?dl=0
You've scaled the armature in Object mode, you need to apply the scale in Object mode and it will work correctly (CtrlA).
About your deformation problem: After parenting With Automatic Weight you need to give some corrections in Weight Paint mode: