I do not have WS and that Blend file is bit messy. First, the action is going on "underground" and second, the Rest Pose (although is a T-pose) is twisted by X -90 degrees.
But all that could be easily worked out if you use blend files as a source.
First, you have to extract a T-pose.
Select character armature, switch to Rest Position and export as BVH specifying frames 0 to 0
(if all .blend files come like that, then you may use this T-pose file for all consecutive conversions)

Next, export animation.
Switch to Pose Position and again export BVH 0 to 99 (range is selected automatically)
In CC choose to Convert External Motion, select exported from Blender animation and a T-pose.
Motion would come rotated because of that Pose/Rest inconsistency in blend file. But it's easy to fix in iClone.
Apply motion to any character in iClone.
Using character Transform rotate it by X -90. It would now appear underground but straight as in Blender
Next right mouse click on a clip and use Root Motion > Sample Hip to Root (XYZ) (if it's not available use Split first) to bring the root to the feet where it belongs.
Then switch camera to Orthogonal view and use "G" for top view. Again use Transform and align the character to the center by XY
Switch to side view by an "S" and align character by Z until root is at 0 center. Then you may go to Edit Motion Layer and use Pelvic bone to align feet with the ground.
Use collect clip, save the motion, remove the motion from character, reset its position to the center and reapply the saved motion.
Your newly saved motion should start correctly from the center and be on the ground.
There are some minor motion tweaks would be necessary to correct the pose when character hits the ground at the end.