I assume you're familiar with 3D modeling and rudimentary animation export.
You make your 3D model of a mickey mouse hand or whatever and export it into your game as an entity. Hide the mouse cursor and use mouse_move to control the X & Y of your entity. Your lever is simply a button at first displaying a 2D bmap of a 3D lever rendered from your modeling program. While ( mouse button is clicked ) hide the button, as well as your entity, and unhide an animation of the 3D hand model wrapping around the lever and pause the animation there. The rest of the animation is of the hand pulling down the lever. Now the remaining animation frames are linked to the Y position of the mouse. When the mouse is unclicked, Hide the animation and unhide the hand entity again and it will snap back to normal, or if you want to get precise, trigger an animation of the hand model unclenching back to the neutral pose.
Of course you could do the same using all 2D animated entity frames as well; play a sequence of frames, while clicked jump to frame # X, play a few more frames and pause again. Scrub through remaining frames using Y_pos_when_clicked - Current_Y_pos